I'm glad you like it, jodukus, but I agree with all that it's not very clear. I'll probably write a more explanatory guide in the near future, based on a test playthrough.
Oh! I didn't realize that about the science multiplier, but good to know.
The belts and automation have been quite the problem for everyone, myself included. There's no easy fix because I have to make things easy enough to access early on, but still have severe enough disadvantages to keep the shit tier of things from persisting through the entire game. That being said, I've put in a lot of cost reductions for 1.1.0, and the update is almost ready to publish. I aim to do that tonight, hopefully it will work. Last time it took a couple frustrating hours because the slow Internet kept cancelling the upload

Yeah, about chemical fuel again, coke is also in that category and can be made from coal after one no-prereq research. You only lose 1/8 the energy content if making coke in a stone furnace, but 1/4 if a brick furnace due to the chemical fuel needed for the latter. However coal energy has been doubled in the latest version, reducing it ton1/16 and 1/8 loss respectively. This is definitely going in the clear explanation, since it's been such a point of confusion.