The emulator sends items_base.sprite_id to the client and Nitro resolves the furniture by looking up that id in FurnitureData.json. Legacy rows where sprite_id drifted from the id made the client render a completely different item (e.g. a wired or custom asset instead of the purchased furniture). Add verifyAndFixSpriteIds() which repairs any row whose sprite_id no longer matches its id while the local furnidata carries the item under that id, and run it after every import path (single, batch, batch-regen, clone) next to the offer_id rebuild.