diff --git a/Save_Anywhere/Class1.cs b/Save_Anywhere/Class1.cs index 27043f22..0fa590d9 100644 --- a/Save_Anywhere/Class1.cs +++ b/Save_Anywhere/Class1.cs @@ -75,7 +75,7 @@ namespace Stardew_Save_Anywhere_Mod { if (game_loaded == true) { - if (save_path != "") //delete the custom save when going to bed. + if (File.Exists(save_path)) //delete the custom save when going to bed. { File.Delete(save_path); save_path = ""; @@ -101,12 +101,6 @@ namespace Stardew_Save_Anywhere_Mod if (game_loaded == true) { - - if (save_path == "") - { - warped = true; //prevent premature warping - } - if (warped == false) { @@ -125,6 +119,7 @@ namespace Stardew_Save_Anywhere_Mod StardewValley.Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //player flop is always false. //Just incase I run this a couple of times. StardewValley.Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //player flop is always false. //probably bad programming practice. StardewValley.Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //player flop is always false. + Log.Success("WARPED"); timer = false; //activate my timer. False means that it hasn't been initialized. @@ -255,6 +250,7 @@ namespace Stardew_Save_Anywhere_Mod string mylocation = Path.Combine(PathOnDisk, "Player_Save_Info_"); string mylocation2 = mylocation + myname; string mylocation3 = mylocation2 + ".txt"; + save_path = mylocation3; if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out. { // Console.WriteLine("Can't load custom save info since the file doesn't exist."); diff --git a/Save_Anywhere/Stardew_Save_Anywhere_Mod.dll b/Save_Anywhere/Stardew_Save_Anywhere_Mod.dll index c3e8dc0c..fe0e8152 100644 Binary files a/Save_Anywhere/Stardew_Save_Anywhere_Mod.dll and b/Save_Anywhere/Stardew_Save_Anywhere_Mod.dll differ