Hello Skofisk,
Well... Turns out they fixed a bug I reported which in turn broke this particular mod :)
So... This is going to be a bit of a problem that I am not 100% sure how to solve - as part of making improvements I tried to tackle the original mod's handling of the undo history by using deconstruct tool from a player that would target the unapproved ghost force (the reason why your bots don't touch
unapproved ghosts is because they belong to different force).
I am not 100% sure when I will be able to try to tackle this problem - dropping the mod code that caused the crash you reported would kind kill off large part of functionality related to undo history :/
In the interim, I'd suggest switching back to version 1.1.69 of Factorio if possible, or approving all ghosts in current game and disabling the construction planner continued mod. Maybe short-term I could try to see if I can detect Factorio version to disable most of the code related to deconstruction planner - although that would suck when it comes down to undo history.
Best regards,
Branko
P.S.
For more details on what was fixed, you can see this thread (if you're into nitty-gritty details):