This makes sense for base moisture levels, but how would you calculate changes? Say the player blocks off a river, or indeed sets a fire that varies in strength. That's admittedly fast-forwarding to a future where details at this level may matter
Plants sucking up moisture or rain replenishing moisture also comes to mind (but is likewise way in the future and maybe too detailed for core anyway)
Like i said, "Moisture checks don't
need to me complicated."
I really don't think they should be, and i still believe that trying to simulate a detailed hydrological cycle is a dead end -- at least with near future common hardware. Not to mention it poses a lot of complicated questions.
As i see it:
The player shouldn't carry dry soil blocks or wet soil blocks. If you dig it up, you just have "fertile", "regular", or "poor" soil blocks. Three different kinds is enough inventory clutter.
When you place it, it is placed as a block at the base moisture level of the biome. And thus it will stay under most circumstances. Except:
- With close proximity to a water source, soil will eventually become wetter. The effect should be more limited upward than downward and sideways.
- When a water source is removed, blocks wetter than the biome base, and exposed to the sun (or certain light levels, take your pick) will gradually become dryer.
- Close proximity to fire or lava has a drying effect on soil blocks.
This is simple enough that it is easy to understand, without any secret data hidden in the blocks, but provides more detail (than other leading brands) to farming and makes the biomes more significant in what can grow there (at least without help).
I imagine that each kind of plant would require a certain moisture level, or in some cases grow slower at the wrong moisture level. Grass for instance probably shouldn't grow on "dry" soil no matter its fertility-- just desert plants would.
All plants would prefer fertile soil to poor, but some would grow poorly in less fertile soil, while others would refuse to grow at all.