I played missions 1-5 in the previous version, and have been playing around with mission 6 since yesterday. Great work with the missions, it's clear you put a lot of work into this mod!
In 2.0.1 you appear to have added a transport belt trigger for the first random event. When I'm starting the mission, I reconfigure some things around the base, and can end up with negative number of belts built. Also, when re-configuring the mining for increased productivity, I'm not using yellow belts to do it. I didn't look at the code, but I think this means I have to build up to 100 temporary belts for the single purpose of triggering the event. This isn't necessarily a good condition for triggering the event. As I understand it, the productivity improvements are good suggestions, but not strictly necessary in order to make progress. It's also possible to to fill up the furnaces without doing anything at all with any belts. Not sure what to suggest, but the trigger should probably be something that inevitably must happen to make progress.