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IDProjectCategoryView StatusDate SubmittedLast Update
0001200Dwarf FortressDwarf Mode -- Buildings, Generalpublic2010-04-15 08:292010-07-08 05:42
Assigned ToToady One 
PlatformOSWindows Vista OS VersionHome Premium SP2
Product Version0.31.03 
Target VersionFixed in Version0.31.09 
Summary0001200: All custom workshops turn into "Custom Workshop" if they're constructed before saving game
Description[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: [^]
Steps To ReproduceLoad the save and the workshops should be transformed.
Tags0.31.03, custom buildings
Attached Files

- Relationships
has duplicate 0002365resolvedFootkerchief Soap Maker's Workshop reverts to "Custom Workshop" after reloading game 

-  Notes
Granite26 (reporter)
2010-04-16 15:15

This is happening to me in Vanilla with the Soap Maker
Footkerchief (manager)
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: [^]
hyndis (reporter)
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.
Mephansteras (reporter)
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.
madk (reporter)
2010-06-18 07:13

Same issue here.
Orkel2 (reporter)
2010-06-18 15:15

Same here.
Toady One (administrator)
2010-07-08 05:42
edited on: 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.

- Issue History
Date Modified Username Field Change
2010-04-15 08:29 Greiger New Issue
2010-04-15 08:30 Greiger Issue Monitored: Greiger
2010-04-15 14:13 Greiger Tag Attached: 0.31.03
2010-04-15 14:13 Greiger Tag Attached: custom buildings
2010-04-16 15:15 Granite26 Note Added: 0003914
2010-05-04 11:01 Footkerchief Note Added: 0006102
2010-05-04 11:01 Footkerchief Issue Monitored: Footkerchief
2010-05-04 11:02 Footkerchief Relationship added child of 0001428
2010-05-04 13:15 hyndis Note Added: 0006114
2010-05-05 22:08 Mephansteras Note Added: 0006240
2010-05-17 01:21 Footkerchief Relationship deleted child of 0001428
2010-06-18 07:04 Footkerchief Relationship added has duplicate 0002365
2010-06-18 07:06 Footkerchief Summary Custom workshops transform into nearest workshop on load. => All custom workshops turn into "Custom Workshop" if they're constructed before saving game
2010-06-18 07:13 madk Note Added: 0008622
2010-06-18 15:15 Orkel2 Note Added: 0008637
2010-07-08 05:42 Toady One Note Added: 0009777
2010-07-08 05:42 Toady One Status new => resolved
2010-07-08 05:42 Toady One Fixed in Version => 0.31.09
2010-07-08 05:42 Toady One Resolution open => fixed
2010-07-08 05:42 Toady One Assigned To => Toady One
2010-07-08 05:42 Toady One Note Edited: 0009777 View Revisions

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