Are you using a general function for random locations? I apologize if the term I used is wrong. I've mainly been using ren'py and python recently (no excuse, I know). Basically, something checking if the "location pool" is empty, then checking if the player has searched enough to force a "find a location", thus removing the location from the location pool. I'm asking because A) it'd be much easier than needing to write each individual location search every time. If I recall correctly, the wood, the ocean and the sewer/lower sewer all used randomly finding locations in the qsp version. B) If you are using this method, then all you'd need to do is add exceptions for adding locations unlocked via quest (Wendigo's house in the QSP version, for example). C) I haven't looked at the code to check how you've handled things. Also, I probably won't check it, LaughingFox and you kind of ruined me wanting to actually bugfix/edit/look through the code for this game. Finally, D) because it's a singular thing, it should also reduce the likelihood of something going wrong. If you are doing this anyway then, well, I'll shut up lol. No real point in questioning something that's already there, I was mostly curious.
Something else unrelated: Were random NPCs removed between 0.6 and 0.7? I can't seem to find any random NPCs around.
I'll go back to the void now. Genuinely, good luck and keep up the good work.