I don't see an API hook for getKnownBlueprints() from the FactionAPI.
So the question is, is there any way for the player to get blueprint packages from raiding factions? Individual blueprints are not a concern because ships have UNBOARDABLE and things like "base_bp" and "rare_bp" have been removed. I want to keep the bp package tags for each item, though, since other mods like Nex and faction mods rely on giving out these packages at the start of a new campaign so I want their contents preserved - I just want them to be unavailable to get in the pure TC configuration.
The concern is that things like knownShips and knownWeapons accepts blueprint packages as a parameter. Since I'm no longer overriding faction files in their entirety, I am looking to prevent the case where the player can get access to vanilla blueprint packages (for instance an unmodified xiv_bp_package) by salvage or raiding unless they choose to by editing the settings configuration. The faction won't actually know the contents of the blueprint package since I remove that manually through another setting, but if the package drops then the player can still learn them. Especially since fleet composition isn't completely customize-able, that could really mess with player faction npc fleets.
I know that leaving some areas blank or changing some areas of the file overrides the array instead of merging it, so is that a factor here to allow me to perform that use case? I haven't checked for access to a BlueprintSpecAPI or anything yet, so maybe I can set the rarity of salvage to zero through that? Or add the no_drop tag and that will cover it in all cases?
Weapons, Fighters, Hullmods and Ships have all been configured and seem to work as intended. I just haven't added the skin ids yet to test that out. Blueprints are the last outstanding item to make the TC completely configurable for market and salvage items. I might even be able to do many things in the middle of a game instead of requiring a new game - such as enabling vanilla content in markets at the endgame if the player gets bored or wants to compare stats, etc.
After that, I need to deal with stations if I can. Not sure how possible that is though since iirc I can't actually prevent buildable station variants from showing up in the list when the industry is being selected to build. So even if I made unique station ids and manually changed the existing core worlds stations, the player could still build vanilla station variants (and be at a severe disadvantage since those have less modules/weapons/fighters)