diff --git a/src/Inventory.cs b/src/Inventory.cs
index 01ae6e9..1238f7e 100644
--- a/src/Inventory.cs
+++ b/src/Inventory.cs
@@ -41,34 +41,6 @@ namespace Cthangover.Core.Items
/// Fires on every successful add/remove with (itemId, signed delta); also mirrored as on the ModEventBus.
public event Action Change;
- ///
- /// Creates an inventory pre-seeded with the starter kit (10 wolf meat,
- /// 10 branches) so a new game always has basic supplies.
- ///
- public Inventory()
- {
- AddStarterItem("food/wolf_meat", 10);
- AddStarterItem("resource/branches", 10);
- }
-
- ///
- /// Seeds one starter stack, skipping the entry when the item definition
- /// cannot be resolved. This can legitimately happen when the inventory is
- /// constructed while the launcher has not finished loading mods; adding a
- /// container with a null item would otherwise crash every later
- /// call.
- ///
- private void AddStarterItem(string id, int count)
- {
- var item = ItemFactory.Instance.Get(id);
- if (item == null)
- {
- GameLogger.Log("INVENTORY", $"starter item '{id}' not found, skipping seed", LogLevel.Warning);
- return;
- }
- Items.Add(new ItemContainer { Item = item, Count = count });
- }
-
/// True when any slot holds the given item (null-safe).
public bool HasItem(IItem item)
{