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Multiplayer and Saves

NPCs spawned via API Reference are S1API NPCs, so multiplayer and persistence follow S1API’s machinery:

  • Networking: the host spawns the NPC as a FishNet network object; clients receive it like any S1API NPC. Spawn on the host/server side.
  • Saves: S1API persists its NPCs through the game’s save system. Identity comes from the definition, so keep ids stable across versions of your pack (ids are derived from pack + NPC name - renaming an NPC changes its id; see Pack Format).

Custom layers are referenced by resource-path string, not by shipping texture bytes over the network:

  • Every player who should SEE the layer needs Personnel + the same pack installed. The layer then registers locally under the same path on each client and renders identically.
  • Players without the pack simply do not render that layer - no desync, no crash; the NPC just appears without the custom art for them.
  • The same applies to save/load: the path is what persists; the texture is re-registered from the pack on startup. If the pack is removed, the layer silently disappears from the look.

BuildAvatarSettings / ApplyAppearance write plain vanilla AvatarSettings onto an avatar. Whether that look syncs or persists is up to the consumer’s own system (vanilla AvatarSettings behaves as it always does); Personnel adds no extra networking of its own.