What I meant was check the rotation instead of the angle ID before saving and see where it falls in that switch.
Alright, rotation gets switched as well. Here's a run through of what I did:
1. Place a 2x2 brick down by shooting the brick gun and then placing.
2. Print the rotation value of the brick, get "0 0 1 180"
3. Save the brick under the name "Test"
4. Print rotation again, still "0 0 1 180"
5. Break brick, then load the save "Test"
6. The 2x2 gets created, I print the rotation of the brick and get "1 0 0 0"
I repeat the same process using a corner ramp brick, but that works fine.