Ok, the game has improved since I last played it on 0.9, but I think the research is not working at all. I have unlocked research, and I have enqueued Electromagnetism and a few more. The research screen says my current research is Electromagnetism with 0 data cores. The Basic Scanner (that's the lab) says I have no research selected, but it shows the Electromagnetism icon in the Current Research field. The Costs field shows 0 data cores cost and 11 data cores stored.
I think the research was completed as I submitted the required 5 data cores to the lab, which explains the 0 remaining cost shown. But the recipe did not get unlocked, so it is still active and can't be completed.
The problem is reproducible, I tried it once more. When a research completes, the lab remains active on the recipe with 0 remaining cost, so the next queued item cannot start. An ongoing research cannot be cancelled. Deadlock. End of game.
I have found this in the logs:
KeyNotFoundException: The given key 'Electromagnet (Recipe)' was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <314938d17f3848e8ac683e11b27f62ee>:0 at RecipesManager.UnlockRecipes (Recipe[] recipes) [0x0000a] in <d46b2020d9d446ea99ccb82b68f160fb>:0 at (wrapper delegate-invoke) System.Action`1[Recipe[]].invoke_void_T(Recipe[]) at ResearchMenu.ResearchFinished () [0x0004b] in <d46b2020d9d446ea99ccb82b68f160fb>:0 at ResearchMenu.ProbeScanned () [0x00072] in <d46b2020d9d446ea99ccb82b68f160fb>:0 at Lab+<Scanning>d__27.MoveNext () [0x0009b] in <d46b2020d9d446ea99ccb82b68f160fb>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <1d7b1c1fb3ff4ec598bb5aa47bf8c3fa>:0
So it's a real programming bug during recipe unlock.