Dwarf Fortress Bug Tracker - Dwarf Fortress
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0001200Dwarf FortressDwarf Mode -- Buildings, Generalpublic2010-04-15 08:292010-07-08 05:42
Toady One 
Windows Vista Home Premium SP2
0001200: All custom workshops turn into "Custom Workshop" if they're constructed before saving game
[modded game]

On loading my save the custom workshops in the fortress all look like the nearest workshop and change their name to "Custom Workshop" Jobs cannot be assigned.

I happen to have the save folder. Every time I load the save the soap makers shop (looks like a craftsshop north of the lye maker's shop) and the custom crude equipment shop (looks like a fishery north of the metalsmith) lose their function and change their appearance. No utilities were used and the raws were not modified after save.

Save folder: http://dffd.wimbli.com/file.php?id=2114 [^]
Load the save and the workshops should be transformed.
0.31.03, custom buildings
has duplicate 0002365resolved Footkerchief Soap Maker's Workshop reverts to "Custom Workshop" after reloading game 
Issue History
2010-04-15 08:29GreigerNew Issue
2010-04-15 08:30GreigerIssue Monitored: Greiger
2010-04-15 14:13GreigerTag Attached: 0.31.03
2010-04-15 14:13GreigerTag Attached: custom buildings
2010-04-16 15:15Granite26Note Added: 0003914
2010-05-04 11:01FootkerchiefNote Added: 0006102
2010-05-04 11:01FootkerchiefIssue Monitored: Footkerchief
2010-05-04 11:02FootkerchiefRelationship addedchild of 0001428
2010-05-04 13:15hyndisNote Added: 0006114
2010-05-05 22:08MephansterasNote Added: 0006240
2010-05-17 01:21FootkerchiefRelationship deletedchild of 0001428
2010-06-18 07:04FootkerchiefRelationship addedhas duplicate 0002365
2010-06-18 07:06FootkerchiefSummaryCustom workshops transform into nearest workshop on load. => All custom workshops turn into "Custom Workshop" if they're constructed before saving game
2010-06-18 07:13madkNote Added: 0008622
2010-06-18 15:15Orkel2Note Added: 0008637
2010-07-08 05:42Toady OneNote Added: 0009777
2010-07-08 05:42Toady OneStatusnew => resolved
2010-07-08 05:42Toady OneFixed in Version => 0.31.09
2010-07-08 05:42Toady OneResolutionopen => fixed
2010-07-08 05:42Toady OneAssigned To => Toady One
2010-07-08 05:42Toady OneNote Edited: 0009777bug_revision_view_page.php?bugnote_id=0009777#r3762

2010-04-16 15:15   
This is happening to me in Vanilla with the Soap Maker
2010-05-04 11:01   
People with this problem: check your raws folder carefully to make sure your text editor didn't create backup files in there. Nonsapient reports that that can cause this bug: http://www.bay12forums.com/smf/index.php?topic=52544.msg1222106#msg1222106 [^]
2010-05-04 13:15   
I've seen this only one time, but it seems to have been a fluke. No other fortresses or saves have had this issue, and I use several custom workshops with custom reactions. They all work fine after loading the game except for just that one time.

Unfortunately I don't have that save anymore.
2010-05-05 22:08   
I've been able to reproduce this while testing my new custom furnaces.

The issue seems to be that you have to have saved the game BEFORE building the custom workshop/furnace otherwise the game gets confused somehow. Anything you build AFTER your first save/reload will work fine.

Steps to reproduce:
  Start a new fort and build a custom workshop before you've saved at all. Then save and reload. The workshop should be messed up (could be generic, could be a wagon, seems to be variable).
  If you build custom workshops after this point they'll work fine even after saving and reloading.

Workaround: Simply save your fort before building any custom workshops. So far I haven't been able to get this bug to show up after my first save in a fort but it's reliable before the first save.
2010-06-18 07:13   
Same issue here.
2010-06-18 15:15   
Same here.
Toady One   
2010-07-08 05:42   
I bumped into this when I was fixing 0000332, and I've fixed it now for 0.31.09. Save compat might be iffy in the sense that there was a kind of free floating id number, and some saves might not load up their custom workshop types properly now (they'll just be blank as in the report, they shouldn't crash or anything). They'll just have to be deconstructed and built again, but then hopefully there won't be further issues. I'm not sure which saves will be affected -- in the best case it would just be the ones that were originally corrupted, but it could be wider ranging than that. There's no way to recover the data.