Changing the code in control.lua like this solves the problem (feel free to incorporate the fix if you like)
-- control.lua ~ line 50
function isZeroSizeArea(area)
if (area.left_top.x == area.right_bottom.x) and (area.left_top.y == area.right_bottom.y) then
return true
else
return false
end
end
function onBlueprint(e)
local player = game.players[e.player_index]
if not player then return end
player.unlock_achievement("blueprinted")
if not isZeroSizeArea(e.area) and player.surface.count_entities_filtered{type = "splitter", area = e.area} >= 10 then
player.unlock_achievement("well-balanced")
end
end