Weird, I thought I had made a post here after 1.1.0 released, but obviously I never sent it or something. There's also been further discussion of 100x science here: https://mods.factorio.com/mod/SimpleSeablock/discussion/6965350222f3efeef5b0852b
As of 1.2.0, the chemical plant has been moved to automation 2, and all of the following techs are exempted from the tech multiplier if you enable the setting "Disable technology price multiplier for starting technologies"
- Logistic Science Pack
- Steel Processing
- Landfill
- Agriculture
- Automation 2
Which should mean you have everything you need to bootstrap your factory before running into any tech multiplier hurdles.
Note this setting is disabled by default since I don't know if people playing on low multipliers would necessarily want the change.