/// <summary>Set the category's buildings when the 'bfav_fa_setbuildings' command is invoked.</summary>
        /// <param name="command">The name of the command invoked.</param>
        /// <param name="args">The arguments received by the command. Each word after the command name is a separate argument.</param>
        private void SetBuildings(string command, string[] args)
        {
            if (Game1.hasLoadedGame)
            {
                this.Monitor.Log($"this cannot be done after loading a save");
                return;
            }

            if (args.Length > 2)
            {
                this.Monitor.Log($"use quotation marks (\") around your text if you are using spaces", LogLevel.Error);
                return;
            }

            if (args.Length < 1)
            {
                this.Monitor.Log($"category is required", LogLevel.Error);
                return;
            }

            string category = args[0].Trim();

            if (!this.Config.FarmAnimals.ContainsKey(category))
            {
                this.Monitor.Log($"{category} does not exist in config.json", LogLevel.Error);
                return;
            }

            if (args.Length < 2)
            {
                this.Monitor.Log($"buildings is required", LogLevel.Error);
                return;
            }

            List <string> buildings = args[1].Split(',').Select(i => i.Trim()).ToList();

            BlueprintsData blueprintsData = new BlueprintsData();

            // Check if these new types are valid
            foreach (string key in buildings)
            {
                if (!blueprintsData.Exists(key))
                {
                    this.Monitor.Log($"{key} does not exist in Data/Blueprints", LogLevel.Error);
                    return;
                }
            }

            this.Config.FarmAnimals[category].Buildings = buildings.ToArray();

            this.HandleUpdatedConfig();

            string output = this.DescribeFarmAnimalCategory(new KeyValuePair <string, ConfigFarmAnimal>(category, this.Config.FarmAnimals[category]));

            this.Monitor.Log(output, LogLevel.Info);
        }
        /// <summary>Add a unique category when the 'bfav_fa_addcategory' command is invoked.</summary>
        /// <param name="command">The name of the command invoked.</param>
        /// <param name="args">The arguments received by the command. Each word after the command name is a separate argument.</param>
        private void AddCategory(string command, string[] args)
        {
            if (Game1.hasLoadedGame)
            {
                this.Monitor.Log($"this cannot be done after loading a save");
                return;
            }

            if (args.Length > 4)
            {
                this.Monitor.Log($"use quotation marks (\") around your text if you are using spaces", LogLevel.Error);
                return;
            }

            if (args.Length < 1)
            {
                this.Monitor.Log($"category is required", LogLevel.Error);
                return;
            }

            string category = args[0].Trim();

            if (this.Config.FarmAnimals.ContainsKey(category))
            {
                this.Monitor.Log($"{category} already exists in config.json", LogLevel.Error);
                return;
            }

            if (args.Length < 2)
            {
                this.Monitor.Log($"type is required", LogLevel.Error);
                return;
            }

            List <string>   types           = args[1].Split(',').Select(i => i.Trim()).ToList();
            FarmAnimalsData farmAnimalsData = new FarmAnimalsData();

            // Check if these new types are valid
            foreach (string key in types)
            {
                if (!farmAnimalsData.Exists(key))
                {
                    this.Monitor.Log($"{key} does not exist in Data/FarmAnimals", LogLevel.Error);
                    return;
                }
            }

            string        building  = args.Length < 3 ? Barn.BARN : args[2].Trim();
            List <string> buildings = new List <string>();

            if (building.ToLower().Equals(Coop.COOP.ToLower()))
            {
                foreach (PariteeAnimalHouse.Size size in Enum.GetValues(typeof(Coop.Size)))
                {
                    buildings.Add(PariteeAnimalHouse.FormatBuilding(Coop.COOP, size));
                }
            }
            else if (building.ToLower().Equals(Barn.BARN.ToLower()))
            {
                foreach (PariteeAnimalHouse.Size size in Enum.GetValues(typeof(Barn.Size)))
                {
                    buildings.Add(PariteeAnimalHouse.FormatBuilding(Barn.BARN, size));
                }
            }
            else
            {
                buildings = building.Split(',').Select(i => i.Trim()).ToList();

                BlueprintsData blueprintsData = new BlueprintsData();

                // Check if these new types are valid
                foreach (string key in buildings)
                {
                    if (!blueprintsData.Exists(key))
                    {
                        this.Monitor.Log($"{key} does not exist in Data/Blueprints", LogLevel.Error);
                        return;
                    }
                }
            }

            string animalShop = args.Length < 4 ? FarmAnimalsCommands.ANIMAL_SHOP_UNAVAILABLE : args[3].Trim().ToLower();

            if (!animalShop.Equals(FarmAnimalsCommands.ANIMAL_SHOP_AVAILABLE) && !animalShop.Equals(FarmAnimalsCommands.ANIMAL_SHOP_UNAVAILABLE))
            {
                this.Monitor.Log($"animalshop must be yes or no", LogLevel.Error);
                return;
            }

            ConfigFarmAnimalAnimalShop configFarmAnimalAnimalShop;

            try
            {
                configFarmAnimalAnimalShop = this.GetAnimalShopConfig(category, animalShop);
            }
            catch
            {
                // Messaging handled in function
                return;
            }

            this.Config.FarmAnimals.Add(category, new ConfigFarmAnimal());

            this.Config.FarmAnimals[category].Category   = category;
            this.Config.FarmAnimals[category].Types      = types.Distinct().ToArray();
            this.Config.FarmAnimals[category].Buildings  = buildings.ToArray();
            this.Config.FarmAnimals[category].AnimalShop = configFarmAnimalAnimalShop;

            this.HandleUpdatedConfig();

            string output = this.DescribeFarmAnimalCategory(new KeyValuePair <string, ConfigFarmAnimal>(category, this.Config.FarmAnimals[category]));

            this.Monitor.Log(output, LogLevel.Info);
        }