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回報翻譯問題
Regular sprinklers are early crafts and you will be able to find a use for a few of them, so craft a few of them.
Iridium sprinklers are late crafts, so even though quality sprinklers DON'T have a purpose once you can craft iridium at will, I recommend laying down as many quality as you have crops to water.
Normal sprinkers are pretty awkward to use, too. If they would spray two blocks left and right instead of one block in every direction, they would be way more useful.
"But that scale breaks the logic."
Your logic was that quality sprinklers can handle small jobs as well as sprinklers can. The same logic says that anything quality can do, iridium can do. This logic does not refer to scale at all -- it isn't broken by anything.
A better course of action is to craft each sprinkler in scale with the amount of time it takes to get viable replacements, and then make use of existing resources.
That is what you are saying now, but you haven't extended that logic backwards to the normal sprinklers.
"Normal sprinkers are pretty awkward to use, too. If they would spray two blocks left and right instead of one block in every direction, they would be way more useful."
Yes, it requires a little bit of thought to get the pattern right. About fifteen minutes' worth, if you aren't good at geometry.
I usually pick a main task I want to focus on after watering each week/day, and give the task a shot the first day. If I find I run out of energy too early, I'll use the best sprinklers I have to fix that problem tha night/the next day to make up that energy. Not everyone wants to rush sprinklers to begin with, and I would think this would help new farmers get out and try new things.. arguably at least until the next rainy day.
Save your resources for the quality sprinklers first, then switch them out for iridium in winter.
If you're suffering from having to water so much in the beginning, eat the red berries you pick dozens of in the middle of spring, they sell for crap but are good early energy for when you're early enough in the game where energy is actually a problem instead of time.