Hi, please add remotes for your blueprint code to prevent conflicts.
E.g. so i can do:
if(remote.interfaces["attach-note"])then local ents_to_change_or_something = remote.call("attach-note","handle_blueprint",event,mapping,etc) end
You may also need a setting to disable your blueprint handling for this, and i forsee other conflicts with other mods doing it too.
Alternatively, you may add a check and call to my remote so that there is no conflict.
I mostly just need to remove specific entities which shouldn't ever be blueprinted.
if(remote.interfaces["warptorio"])then for i,entity in pairs(blueprint_entities)do if(remote.call("warptorio","BlueprintEntityIsBlacklisted",entity))then remove_entity_from_blueprint(blueprint_stack,entity) end end end