When this mod breaks a robot with the on_robot_built_entity event, the event doesn't fire for other mods anymore.
Maybe you could remove the robot on the next tick?
I hope you also update the mod for 0.16 as many of us still play that.
What mods are breaking? The mod may be overly defensively checking bot.valid. If it does not actually operate on the bot but only on the built entity then it can safely skip the bot.valid check. Or it can conditionally check the valid state only for the script portion that affects the bot.
it breaks literally every mod who's script gets executed after yours and rely on registering entities after they are built.
so.. 2/24 of all mods on the portal work... https://www.dropbox.com/s/1vkfe7agofc5epl/test_mod_0.17.1.zip?raw=1
Increase servicing chance to something higher, and build 2-3 entities with bots.
Every time a bot breaks on construction, you won't get a debug message.