@Kevin Granade:
Imo, it all depends on why and how one wants to play multiple characters in the same world.
For example, I planned on using 1 HQ with multiple characters to simulate having a survivor community. Unfortunately, I played with 1 of them more often than with the other, so the 2nd one was left in late Spring, while the 1st was in late Autumn. The anomalies weren’t exactly rare - and they became even more obvious when I added a 3rd character (who started in Spring). Playing with the 2nd character became almost pointless (3rd one was a crafter/engineer/mechanic/cook who almost never left the HQ). Any perishable food, meat (from butchered creatures) and crops (which he harvested from the HQ’s farm) he got would turn rotten whenever I’d Load the 1st character (even if they were put into a powered, active Minifridge). The farm crops wouldn’t grow at all when I played with 2nd and 3rd character, as I planted them with the 1st character. On the other hand, looting and harvesting with the 1st character resulted in perishable items that wouldn’t rot for months for 2nd and 3rd character. And, as I’ve mentioned before, planting seeds with the 2nd character, then switching to the 1st one made the crops instantly grow and ripen. In the end, I moved the 1st character into a new, distant HQ (refurbished Evacuation Shelter).
As things are, the only way I can think of to avoid the temporal anomalies and still work within the same map tiles with multiple characters would be to switch characters after each in-game day, to make their dates the same (or at least similar) for all of them - but that would’ve worked only if I knew about these problems in advance. Hmm… Now that I think about it, putting 2nd character’s perishables in the now-unused basement should at least prevent those from rotting when the 1st character is around the 1st HQ (as long as he doesn’t go into the basement, which he wouldn’t have a reason to). Having the 1st character as the only one who works on the farm should at least prevent the temporal farming exploit. But, again, these are just work-arounds, not fixes.
If date was world-bound instead of character-bound, the only “anomaly” I can think of would be time advancing for all characters while any character is active. In the case of “1 HQ, multiple survivors” (which I had), having inactive characters “off-screen, doing nothing productive” is actually a desired result. I can’t think of any other problems with this, but I’m only speaking from my experience of playing the Stable 0.C version of the game by myself (I haven’t seen any of the code behind it). Of course, this wouldn’t work for worlds in which each character is played by a different player (by taking turns on the same PC/Mac/Whatever - unless they all want to share an HQ and don’t mind time progressing while they’re away), nor for servers - hence why I suggested it as an option, not a new/default behavior.
Of course, these are just my opinions - feel free to disagree or ignore them. Heck, you’re the one working on the game - do with it whatever you think is right, not what some no-name newbie is asking for - especially if it clashes with your vision of what the game should be. Thank you for taking the time to read these and respond to them, it’s very appreciated.