bus_stop_a is what i see when doing "F1", debug.lookingat, while looking at the prefab.
ok, after a bit of digging i found out this is a world-layer asset meaning it isnt a dynamic prefab and only shows up during the creation process of the map being built. So my guess would be a plugin that can bypass the vanilla restrictions that stop the spawning in of non-dynamic assets like this (static map asset).
Did some more digging, found: not a networkable entitiy (BaseEntity) is a bus stop. if you force a non-networkable asset on the map, it won't be pushed to the other clients and they will see nothing. This is probably why everyone downloads the map when you log into a server. Static colliders. I'm not 100% on this explanation but I know FP divides up things in layers. World layer, map itself + items that are not spawned in. Construction layer where player structures reside. items like furnances are on the deployed layer. Player, themselves, are on the player layer. Unity. . .
"BaseEntity" C3 class that defines anything that communicates between the server and the client
(IF I am WRONG, {anyone} correct me -- Please do)
View attachment 36338