Exotic Industries and it's 2.0 fork Exotic Space Industries implement tech scaling by changing the cost multiplier at runtime, which seems like it could mess up this mod. In basic tests however, it looks like it might actually work fine as is, with Factorio automatically updating the saved_progress of any technologies when the multiplier is changed, and this mod doesn't appear to store the current progress anywhere except for displaying the percentage in the GUI.
I'd just like to ask if anyone else has done a more thorough test of this situation to confirm that it works in general.