> ## Documentation Index
> Fetch the complete documentation index at: https://rust-co.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Spawn locations

> Manage spawn points in-game, understand Last Location and control when the selector appears.

You should not need to restart the server every time you want to move a spawn point two meters.

Creator seeds initial locations from config, then normal live management happens through the database-backed in-game editor.

## `/rcospawns`

Admins use:

```text theme={"dark"}
/rcospawns
```

to create, move, rename, enable/disable, reorder or remove spawn locations.

Explicit ACE example:

```cfg theme={"dark"}
add_ace group.admin rco.creator.spawns allow
```

You can replace the default permission logic with `CanManageSpawns` in `config/server.lua`.

## Config locations are a seed

`Config.Spawn.locations` is used to create the initial database entries.

After that, changing a coordinate in the config file does not magically overwrite a location you already edited in-game. The database is the live source.

<Tip>
  If you changed config and "nothing happened," that is usually expected on an existing installation. Use `/rcospawns` instead of repeatedly restarting the resource.
</Tip>

## What the client chooses

The spawn UI works with a location identifier. The server resolves the actual location and owns the final transition.

That means an integration should not treat arbitrary coordinates sent from the NUI/client as the authority for where a character may spawn.

## Selector modes

Common behavior modes are:

| Mode                        | What players experience                                                                    |
| --------------------------- | ------------------------------------------------------------------------------------------ |
| `always`                    | Choose a spawn every time they select a character                                          |
| `new_character_only`        | New characters choose; existing characters return through the configured location behavior |
| `first_login_after_restart` | Choose once per character during the server/resource cycle                                 |

Use the mode that matches your server's roleplay flow rather than the one with the most UI.

## Last Location

When enabled, returning characters can choose the position saved from their previous session.

The last-position system is separate from the list of town spawn points. Autosave keeps the stored position fresh while the character is actually in the world.

## Jail / forced position

Some character states should not offer a town selector at all. Jail is the obvious example.

Use the server-side forced-last-position hook for those cases so the server decides when the selector is bypassed.

## Fallback

Always keep a safe fallback spawn. It is the final answer when a character has no valid last position and no other spawn choice applies.

Choose an open, reliable world position — not an interior that depends on another resource loading first.
