private void SetTomorrowWeather()
        {
            //if tomorrow is a festival or wedding, we need to set the weather and leave.
            if (Utility.isFestivalDay(Game1.dayOfMonth + 1, Game1.currentSeason))
            {
                Game1.netWorldState.Value.WeatherForTomorrow = Game1.weatherForTomorrow = Game1.weather_festival;
                Conditions.HaltWeatherSystem();

                if (WeatherOpt.Verbose)
                {
                    Monitor.Log($"Festival tomorrow. Aborting processing.", LogLevel.Trace);
                }

                //if (WeatherOpt.Verbose) Monitor.Log(DebugOutput.ToString());
                return;
            }

            if (Game1.player.spouse != null && Game1.player.isEngaged() && Game1.player.friendshipData[Game1.player.spouse].CountdownToWedding == 1)
            {
                Game1.netWorldState.Value.WeatherForTomorrow = Game1.weatherForTomorrow = Game1.weather_wedding;
                Conditions.HaltWeatherSystem();

                if (WeatherOpt.Verbose)
                {
                    Monitor.Log($"Wedding tomorrow. Aborting processing.", LogLevel.Trace);
                }

                return;
            }

            if (WeatherUtilities.CheckForForceDay(DescriptionEngine, SDate.Now().AddDays(1), Monitor, WeatherOpt.Verbose))
            {
                Conditions.HaltWeatherSystem();
                if (WeatherOpt.Verbose)
                {
                    Monitor.Log($"The game will force tomorrow. Aborting processing.", LogLevel.Trace);
                }
                return;
            }

            if (WeatherOpt.Verbose)
            {
                Monitor.Log("Setting weather for tomorrow");
            }

            //now set tomorrow's weather
            var OddsForTheDay = GameClimate.GetClimateForDate(SDate.Now().AddDays(1));

            //get system odds
            double rainSystem = OddsForTheDay.RetrieveSystemOdds("rain");
            double windSystem = OddsForTheDay.RetrieveSystemOdds("debris");
            double sunSystem  = OddsForTheDay.RetrieveSystemOdds("sunny");

            if (!Game1.player.mailReceived.Contains("ccDoorUnlock"))
            {
                rainSystem = Math.Max(rainSystem - .1, 0);
                windSystem = Math.Max(windSystem - .1, 0);
                sunSystem  = Math.Min(sunSystem + .2, 1);
            }


            //get loose odds
            double rainDays  = OddsForTheDay.RetrieveOdds(Dice, "rain", SDate.Now().AddDays(1).Day);
            double windyDays = OddsForTheDay.RetrieveOdds(Dice, "debris", SDate.Now().AddDays(1).Day);
            double stormDays = OddsForTheDay.RetrieveOdds(Dice, "storm", SDate.Now().AddDays(1).Day);

            if (!Game1.player.mailReceived.Contains("ccDoorUnlock"))
            {
                rainDays  = Math.Max(rainDays - .1, 0);
                windyDays = Math.Max(windyDays - .1, 0);
            }

            if (WeatherOpt.Verbose)
            {
                Monitor.Log($"Weather Odds are Rain: {rainDays:N3}, Windy: {windyDays:N3}, and Storm {stormDays:N3}");
                Monitor.Log($"Weather System Odds are Rain: {rainSystem:N3}, Windy: {windSystem:N3}, and Storm {sunSystem:N3}");
            }

            //set tomorrow's weather
            if (Conditions.trackerModel.IsWeatherSystem)
            {
                double SystemContinuesOdds = WeatherProcessing.GetWeatherSystemOddsForNewDay(Conditions);
                if (WeatherOpt.Verbose)
                {
                    Monitor.Log($"Rolling system odds against {SystemContinuesOdds:N3}");
                }

                if (Dice.NextDouble() < SystemContinuesOdds)
                {
                    if (WeatherOpt.Verbose)
                    {
                        Monitor.Log($"Continuing system odds - now for {Conditions.trackerModel.WeatherSystemDays + 1} for weather {Conditions.trackerModel.WeatherSystemType}");
                    }
                    Conditions.trackerModel.WeatherSystemDays++;
                    WeatherProcessing.SetWeatherTomorrow(Conditions.trackerModel.WeatherSystemType, Dice, GameClimate, stormDays, Conditions.GetTomorrowTemps());
                }

                else
                {
                    if (WeatherOpt.Verbose)
                    {
                        Monitor.Log($"Ending system, new weather type.");
                    }
                    Conditions.trackerModel.IsWeatherSystem = false;
                    WeatherProcessing.SetWeatherNonSystemForTomorrow(Dice, GameClimate, rainDays, stormDays, windyDays, Conditions.GetTomorrowTemps());
                }
            }
            else
            {
                if (Dice.NextDouble() < WeatherOpt.WeatherSystemChance)
                {
                    if (WeatherOpt.Verbose)
                    {
                        Monitor.Log($"Rolling system odds against {WeatherOpt.WeatherSystemChance:N3}, created system.");
                    }

                    ProbabilityDistribution <string> SystemDist = new ProbabilityDistribution <string>();

                    SystemDist.AddNewCappedEndPoint(rainSystem, "rain");
                    SystemDist.AddNewCappedEndPoint(windSystem, "debris");
                    SystemDist.AddNewCappedEndPoint(sunSystem, "sunny");

                    double distOdd = Dice.NextDouble();

                    if (!(SystemDist.GetEntryFromProb(distOdd, out string Result)))
                    {
                        Result = "sunny";
                        Monitor.Log("The weather has failed to process in some manner. Falling back to [sunny]", LogLevel.Info);
                    }

                    Conditions.SetNewWeatherSystem(Result, 1);
                    WeatherProcessing.SetWeatherTomorrow(Result, Dice, GameClimate, stormDays, Conditions.GetTomorrowTemps());
                }
                else
                {
                    WeatherProcessing.SetWeatherNonSystemForTomorrow(Dice, GameClimate, rainDays, stormDays, windyDays, Conditions.GetTomorrowTemps());
                }
            }
        }