Yes. Unfortunately b14 changed the levels of things, and this Mod is currently hooked up to stable and specifically the levels.
Stable hooks them up directly to levels 51,60,70,80,90,100
b16 changes that to 55,60,70,80,90,100
It is enough of a change to cause this mismatch as it has to be specific.
You can go to the progression.xml and manually change it from 51,100 to 55,100.
<configs>
<!-- Power and Solar Cell hooked into Car Battery Crafting Tier -->
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/display_entry[@icon='carBattery']/unlock_entry/@item">,PowerCell,solarCell</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@name='RecipeTagUnlocked'][@level='55,100']/@tags">,PowerCell,solarCell</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@name='CraftingTier'][@level='60,70,80,90,100']/@tags">,PowerCell,solarCell</append>
</configs>
That will address these change notes for b14.
- Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from 50 to 45. Battery Bank and powered doors section from 75 to 55. Batteries now start at 55 and end at 100
- Moved battery unlocks to T4 and powered doors to T3. Both unlock at 55, but the battery quality unlocks continue to levels 60, 70, 80, 90, and then 100 for Q6
This will be updated once things go Stable, but this small amendment can assist for now for anyone on experimental. Thanks for posting about it, as it'll assist others who are facing the same issue.