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To fix it all you have to do is go into the file /items/active/randomblueprint/randomblueprint.lua and add the following 2 lines of code inbetween lines 21 & 22
self.swingTimer = nil
activeItem.setArmAngle(-math.pi / 2)
It basically resets self.swingTimer to be blank so that it doesn't re-trigger learnBlueprint() every game tick after reaching 0 and then resets the item's aim angle to default so that you don't hold it weirdly.
I checked the blueprint & reward bag code and it seems to correctly use item.consume() to only consume 1 from the stack.