// For the time being, let's keep some fsm scene edits here rather than in the SceneChanged function.
        // This way, they work even when the previous scene is a boss scene.
        public static void FsmSceneEdits(On.PlayMakerFSM.orig_OnEnable orig, PlayMakerFSM self)
        {
            EditStagStations(self);
            DisableInfectedCrossroads(self);
            // BossRewardReplacement.DestroyGruzmomGeo(self);
            Jiji.KillTuk(self);

            orig(self);
        }
        public static void SceneChanged(Scene newScene)
        {
            RecalculateRandom();

            // Critical changes for randomizer functionality
            {
                ApplyRandomizerChanges(newScene);
                BreakDiveFloors(newScene);
                ExtraPlatforms(newScene);
                // EditStagStations(newScene);
                EditCorniferAndIselda(newScene);
                DestroyLoreTablets(newScene);
                DeleteCollectorGrubs(newScene);
                DestroyMimicObjects(newScene);
            }

            // Transition fixes: critical changes for transition randomizer functionality, protected by bool checks so they can also be used for item randomizer if necessary
            // Control fixes: npc quests that could otherwise be broken with out-of-sequence rooms
            {
                ApplyTransitionFixes(newScene);
                ApplyControlFixes(newScene);
            }

            // QoL Fixes - hints of all types, lemm sell all, fast grubfather, fast dream nail cutscene, etc
            {
                MiscQoLChanges(newScene);
                ApplyHintChanges(newScene);
                Jiji.JijiSceneEdits(newScene);
                AddWaterSpawns(newScene);
            }

            // Mainly restores pogos, etc., that were removed by TC
            {
                FixMiscSkips(newScene);
            }

            {
                DreamPlantEdits.ReplaceDreamPlantOrbs(newScene);
            }

            // make sure log is regularly updated with game info
            // do not destroy helper log on game end or quitout
            if (newScene.name != SceneNames.Menu_Title)
            {
                RandoLogger.UpdateHelperLog();
            }
        }