public void CalculateEdits()
        {
            ItemList.Initialize();
            ValidateItemList();

            EditedObjectInformation editedObjectInfo = new EditedObjectInformation();

            FishRandomizer.Randomize(editedObjectInfo);
            _fishReplacements = editedObjectInfo.FishReplacements;

            CropRandomizer.Randomize(editedObjectInfo);
            _fruitTreeReplacements         = editedObjectInfo.FruitTreeReplacements;
            _cropReplacements              = editedObjectInfo.CropsReplacements;
            _objectInformationReplacements = editedObjectInfo.ObjectInformationReplacements;

            _blueprintReplacements      = BlueprintRandomizer.Randomize();
            _monsterReplacements        = MonsterRandomizer.Randomize();      // Must be done before recipes since rarities of drops change
            _locationsReplacements      = LocationRandomizer.Randomize();     // Must be done before recipes because of wild seeds
            _recipeReplacements         = CraftingRecipeRandomizer.Randomize();
            _stringReplacements         = StringsAdjustments.GetCSFileStringReplacements();
            _locationStringReplacements = StringsAdjustments.GetLocationStringReplacements();
            _bundleReplacements         = BundleRandomizer.Randomize();
            MusicReplacements           = MusicRandomizer.Randomize();

            QuestInformation questInfo = QuestRandomizer.Randomize();

            _questReplacements = questInfo.QuestReplacements;
            _mailReplacements  = questInfo.MailReplacements;

            CraftingRecipeAdjustments.FixCookingRecipeDisplayNames();
            _cookingChannelReplacements = CookingChannel.GetTextEdits();

            _weaponReplacements   = WeaponRandomizer.Randomize();
            _bootReplacements     = BootRandomizer.Randomize();
            _birthdayReplacements = BirthdayRandomizer.Randomize();
        }
 /// <summary>
 /// Calculates the UI string replacements and invalidates the cache so it can be updated
 /// Should be called on game load and after a language change
 /// </summary>
 public void CalculateAndInvalidateUIEdits()
 {
     _uiStringReplacements = StringsAdjustments.ModifyRemixedBundleUI();
     this._mod.Helper.Content.InvalidateCache("Strings/UI");
 }
 /// <summary>
 /// Calculates edits that need to happen before a save file is loaded
 /// </summary>
 public void CalculateEditsBeforeLoad()
 {
     CalculateAndInvalidateUIEdits();
     _grandpaStringReplacements = StringsAdjustments.RandomizeGrandpasStory();
 }