I didnt change any scripts. I said its my change to the stone_vapor_template. If it isnt, I am just as dumbfounded as you. No idea what else could be the cause.
I wouldn't have thought that your change to a very cold stone_vapor_template is the cause, because the template thermal property tokens are overwritten in the material definition anyway. But at this point I have no idea really.
[INORGANIC:KNOWLEDGE_STONE] produced in transmutation
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE] ## this template will produce super cold stones b/c of boiling point settings
[STATE_NAME_ADJ:ALL_SOLID:knowledge]
[STATE_NAME_ADJ:LIQUID:knowledge]
[STATE_NAME_ADJ:GAS:knowledge]
[DISPLAY_COLOR:5:7:1][TILE:'*']
[MELTING_POINT:7000]
[BOILING_POINT:7005] ## but those boiling point settings are overwritten here
[SOLID_DENSITY:55520]
[MATERIAL_VALUE:1]
* Even setting the melting & boiling point temp to 7005 or 9005 in the [INORGANIC:] definition, the workshop is still damaged if not destroyed.
* After "dfhack>> unload autoSyndrome" the workshop is still destroyed. I used the DFHack command that shows you the list of plugins active to make sure it was unloaded, too.
* When set to relatively high boiling points like 7005, the solid vapor stone doesn't actually melt or vaporize, even though it seems like it should at room temp. There is solid vapor stone found in the rubble of workshop and lasts a long time, it gets hauled away and stockpiled.
* With "dfhack>> unload all" there are no residual vapor stones and the workshop is NOT destroyed, or even damaged, even after months of continuous use.