message: Fixed the slider not being in the overworld instance.
diff: @@ -250,7 +250,7 @@ void TableData::loadPaths(int* nextId) {
  auto sliderPoint = _sliderPoint.value();
  if (sliderPoint["stop"] && sliders % 2 == 0) { // check if this point in the circuit is a stop
  // spawn a slider
  - BaseNPC* slider = new BaseNPC(sliderPoint["iX"], sliderPoint["iY"], sliderPoint["iZ"], 1, (*nextId)++, NPC_BUS);
  + BaseNPC* slider = new BaseNPC(sliderPoint["iX"], sliderPoint["iY"], sliderPoint["iZ"], INSTANCE_OVERWORLD, 1, (*nextId)++, NPC_BUS);
  NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
  NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ);
  // set slider path to a rotation of the circuit
  