I'm using currenlty my own temporary soluiton without blacklisting:
I just check if my character have buff from that shrine/pylon and ignoring it.
In example powerd shrine:
Code:if (cacheObject.InternalName == "x1_LR_Shrine_Damage" && CacheData.Buffs.HasBuff(SNOPower.Pages_Buff_Damage)) { cacheObject.Weight = 0; break; }
Not sure but you're not checking if the buff comes from the shrine... you just check your own buff presence, nothing else. It'll basically weight 0 anything related to damage shrine while the buff is up, even interactable ones.