diff --git a/NewHorizons/Builder/Props/DialogueBuilder.cs b/NewHorizons/Builder/Props/DialogueBuilder.cs index b2ffeff8..8c6b1489 100644 --- a/NewHorizons/Builder/Props/DialogueBuilder.cs +++ b/NewHorizons/Builder/Props/DialogueBuilder.cs @@ -16,7 +16,7 @@ namespace NewHorizons.Builder.Props { // In stock I think they disable dialogue stuff with conditions // Here we just don't make it at all - if (info.blockAfterPersistentCondition != null && PlayerData._currentGameSave.GetPersistentCondition(info.blockAfterPersistentCondition)) return (null, null); + if (info.blockAfterPersistentCondition != null && PlayerData.GetPersistentCondition(info.blockAfterPersistentCondition)) return (null, null); var dialogue = MakeConversationZone(go, sector, info, mod.ModHelper); diff --git a/NewHorizons/Handlers/ShipLogHandler.cs b/NewHorizons/Handlers/ShipLogHandler.cs index 11f5d2d2..64962490 100644 --- a/NewHorizons/Handlers/ShipLogHandler.cs +++ b/NewHorizons/Handlers/ShipLogHandler.cs @@ -114,7 +114,7 @@ namespace NewHorizons.Handlers // Works normally in the main system, else check save data directly var shipLogManager = Locator.GetShipLogManager(); if (Main.Instance.CurrentStarSystem == "SolarSystem" && shipLogManager != null) return shipLogManager.IsFactRevealed(fact); - else return PlayerData._currentGameSave.shipLogFactSaves.ContainsKey(fact) && PlayerData._currentGameSave.shipLogFactSaves[fact].revealOrder > -1; + else return PlayerData.GetShipLogFactSave(fact)?.revealOrder > -1; } } }