diff options
-rw-r--r-- | StardewModdingAPI/Program.cs | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/StardewModdingAPI/Program.cs b/StardewModdingAPI/Program.cs index 92c6c079..bb863ca4 100644 --- a/StardewModdingAPI/Program.cs +++ b/StardewModdingAPI/Program.cs @@ -20,7 +20,7 @@ namespace StardewModdingAPI public class Program
{
private static List<string> _modPaths;
- private static List<string> _modContentPaths;
+ //private static List<string> _modContentPaths;
public static Texture2D DebugPixel { get; private set; }
@@ -84,17 +84,19 @@ namespace StardewModdingAPI StardewModdingAPI.Log.Info("Validating api paths...");
_modPaths = new List<string>();
- _modContentPaths = new List<string>();
+ //_modContentPaths = new List<string>();
//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
_modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
_modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));
- _modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
- _modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
+
+ //Mods need to make their own content paths, since we're doing a different, manifest-driven, approach.
+ //_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
+ //_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
//Checks that all defined modpaths exist as directories
_modPaths.ForEach(path => VerifyPath(path));
- _modContentPaths.ForEach(path => VerifyPath(path));
+ //_modContentPaths.ForEach(path => VerifyPath(path));
VerifyPath(Constants.LogPath);
StardewModdingAPI.Log.Initialize(Constants.LogPath);
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