Ah. I had something like this in a older version of the mod, but instead used the mineable.result because some mods have entities that don't have a item of the same name as the entity and then the game fails to load.
Basically the flow at that code block is like this:
-- If the entity has a single placeable_by then turn that into an array.
-- If the entity has a mineable result, add the mineable result to the placeable_by array.
I guess I could add the entity.name if the entity has no mineable result, as long I ensure that a item with that name actually exists.
Alternative, but maybe more stable would be to actually parse through all items and find all items that build the base entity, then add all found. Mineable could be pretty much anything, as could the entity name, it just happens to work with Vanilla entities that way.