/// <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(); }