Nice mod, this seems much friendlier than LTN! After some testing, I ran into a bug though.
The mod Railwave (0.1.1) caused a non-recoverable error.
Error while running event railwave::on_player_setup_blueprint (ID 83)
LuaRecord doesn't contain key valid_for_read.
control.lua:2753
To reproduce, make a mall that has the new station in it, then update a blueprint with the new version of this mall.
It's the on_player_setup_blueprint, event.stack or event.record which can return a LuaRecord. The validity check then reads blueprint.valid_for_read, which only exists on LuaItemStack, not on LuaRecord so it causes a crash
I fixed it manually by guarding valid_for_read to stacks only. I tested it, and it works
local blueprint = event.stack or event.record
if not (blueprint and blueprint.valid) then return end
if blueprint.object_name == "LuaItemStack" and not blueprint.valid_for_read then return end