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I would follow the in-game about watering though and use get_water() in conjunction with use_item() instead.
In addition to the information provided in game, the use of water is 0.25 up to 1 with each use, and maintaining a higher water level of course would consume the water faster. Up to a maximum of 2 per second.
Also, water levels of 0 = 1x, 1 = 5x multiplier on growth speed. So it stands to reason that if you maintain the water level at anything above .25 you would maintain a growth multiplier of 2x-3x, if and only if you can maintain those levels.
The really cool thing is you could implement a simple algorithm to analysis your water usage over time to increase or decrease the uses of water giving you the most optimal water level for each tile. A really good use case of a PID controller, but this is a complex thing to implement but would be hella fun to.
It would look something like,
Overall, you can go about this any way you want from complex to simple. Do as you see fit and just have fun.
unlock(Unlocks.Watering)
50, 60, 84, 118, 165