/// <summary>The mod entry point, called after the mod is first loaded.</summary>
        /// <param name="helper">Provides simplified APIs for writing mods.</param>
        public override void Entry(IModHelper helper)
        {
            ConfigParser parser = helper.ReadConfig <ConfigParser>();

            parser.Store();                // Now we can access the config from every class without helper or passing the instance
            LazyHelper.ModHelper = helper; // And here I am just absolutly lazy - terribly sorry >.<
            LazyHelper.ModEntry  = this;   // There will always only be one valid instance + see above

            GameEvents.FirstUpdateTick += Events.GameEvents_FirstUpdateTick;
            MenuEvents.MenuChanged     += new EventHandler <EventArgsClickableMenuChanged>(Events.MenuEvents_MenuChanged);

            // Overwrite the player limit in Stardew Valley source code
            LazyHelper.OverwritePlayerLimit();
            LazyHelper.ModEntry.Monitor.Log("Player limit set to " + LazyHelper.PlayerLimit + " players.", LogLevel.Info);
        }
 public static void GameEvents_FirstUpdateTick(object sender, EventArgs e)
 {
     // Overwrite the player limit in Stardew Valley source code
     LazyHelper.OverwritePlayerLimit();
 }