Non-package blueprints are handled with a specific item type for each blueprint type (ship, weapon, or fighter), with the item ID as the parameter. See data/campaign/special_items.csv in the Starsector core folder.
Examples:
"ship_bp", "paragon"
"weapon_bp", "heavyneedler"
"fighter_bp", "broadsword_wing"
IDs can be found in the files or using the console commands mod.
Note: I just tested it and adding the Heavy Needler blueprint to the start picker works, but the picker tooltip title is messed up. Presumably fighter wings are also affected.
Will fix for next version.
sorry but is it save game compatible? edit: i mean the latest update.
Nex updates are save-compatible with the immediately prior version of the mod (and often some versions back) unless I mention otherwise or there's a bug, yeah.
A suggestion: make it impossible to transfer market to a faction that you're hostile with.
Right now you can still invade a pirate base, scrap the buildings, give it back to pirates, wait 1 day for them to start building something, invade again, scrap building, repeat.
Plus it doesn't make much sense to be able to transfer to your enemies.
Hmm. For most factions it makes sense to only give markets back after a peace deal, but with pirates there's no diplomacy event so someone who wanted to give pirates markets would have to manually raise rep to inhospitable first.
Think I'll just make the rule be: no giving the market to hostile factions if the 'recently captured' modifier (the one that currently reduces rep gain for taking and then giving back a market) is in effect; that ought to cover all the issues. Thanks for the suggestion!