Timers get messed up when zone is put to sleep on the server or during the maintenance.
This is old I've wrote posts, people noticed it the most when it was resetting the pumpkin fields.
Whenever the "magic" script gets the island state and make up for the passage of time there is a chance (true - diminished with how it used to be) that it will mess up. It is big time for me. I made peace with it stealing on coins, beanstalks, or even pumpkins... sad but true. So I will not write about productivity or efficiency.
Thing is, with the wheatfields becomes a huge mess. By now I am at 75 farm and silo pairs, equal walking time. The script picks from one field and moves to another when the zones awakes AND kills many - to lots - to all timer alignment on farms and silos.
I am well aware that the programming resources have dwindled to nothing, and it only comes in a bit in once in a blue moon (when things of severity plague, especially profit or exploits). Also, most of you don't care or rather see something else handled.
BUT: this is the type of problem that can be solved easily, and the reason why I still post - small effort, good gain The script messes with the averaging, the numbers (from economy overview) are forced back on production cycles + change wrong and on wrong buildings.
NB: Some knowledge in integer arithmetic required.
Alternatively, I would settle for the 'reset all timers button'.