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-rw-r--r--src/SMAPI/Patches/LoadErrorPatch.cs25
1 files changed, 1 insertions, 24 deletions
diff --git a/src/SMAPI/Patches/LoadErrorPatch.cs b/src/SMAPI/Patches/LoadErrorPatch.cs
index c16ca7cc..77415ff2 100644
--- a/src/SMAPI/Patches/LoadErrorPatch.cs
+++ b/src/SMAPI/Patches/LoadErrorPatch.cs
@@ -67,8 +67,7 @@ namespace StardewModdingAPI.Patches
private static bool Before_SaveGame_LoadDataToLocations(List<GameLocation> gamelocations)
{
bool removedAny =
- LoadErrorPatch.RemoveInvalidLocations(gamelocations)
- | LoadErrorPatch.RemoveBrokenBuildings(gamelocations)
+ LoadErrorPatch.RemoveBrokenBuildings(gamelocations)
| LoadErrorPatch.RemoveInvalidNpcs(gamelocations);
if (removedAny)
@@ -77,28 +76,6 @@ namespace StardewModdingAPI.Patches
return true;
}
- /// <summary>Remove locations which don't exist in-game.</summary>
- /// <param name="locations">The current game locations.</param>
- private static bool RemoveInvalidLocations(List<GameLocation> locations)
- {
- bool removedAny = false;
-
- foreach (GameLocation location in locations.ToArray())
- {
- if (location is Cellar)
- continue; // missing cellars will be added by the game code
-
- if (Game1.getLocationFromName(location.name) == null)
- {
- LoadErrorPatch.Monitor.Log($"Removed invalid location '{location.Name}' to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom location mod?)", LogLevel.Warn);
- locations.Remove(location);
- removedAny = true;
- }
- }
-
- return removedAny;
- }
-
/// <summary>Remove buildings which don't exist in the game data.</summary>
/// <param name="locations">The current game locations.</param>
private static bool RemoveBrokenBuildings(IEnumerable<GameLocation> locations)