diff --git a/Facepunch.Steamworks/Structs/ServerInit.cs b/Facepunch.Steamworks/Structs/ServerInit.cs
index d620726..5a685a7 100644
--- a/Facepunch.Steamworks/Structs/ServerInit.cs
+++ b/Facepunch.Steamworks/Structs/ServerInit.cs
@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
-using System.Net;
using System.Runtime.InteropServices;
using System.Text;
@@ -53,31 +52,6 @@ public SteamServerInit( string modDir, string gameDesc )
IpAddress = null;
}
- public ServerInit(IPAddress ip, string modDir, string gameDesc)
- {
- IpAddress = ip.IpToInt32();
- ModDir = modDir;
- GameDescription = gameDesc;
- }
-
- ///
- /// set the server ip
- ///
- public ServerInit Ip(string ip)
- {
- IpAddress = IPAddress.Parse(ip).IpToInt32();
- return this;
- }
-
- ///
- /// set the server ip
- ///
- public ServerInit Ip(IPAddress ip)
- {
- IpAddress = ip.IpToInt32();
- return this;
- }
-
///
/// If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE into usQueryPort, then it causes the game server API to use
/// "GameSocketShare" mode, which means that the game is responsible for sending and receiving UDP packets for the master