Some solar to run speed beacons clustered around the oil might work, then turning the oil into solid fuel for the steam engines.
Ore seams, presumably including coal now do increase in richness over distance from starting area. It's still more and more of a mining expansion building grind.
I've always used solar/accumulators, but am finding they now take up so much space even packed densly together in huge fields, and seemingly electric oil ground pumps powered by solar and encouraged by electric beacons, still seem to dominate pollution anyway, and biters only get more expensive to deal with the further out from the starting area, so now I'm not so certain about being all electric.
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Simple option, ability to pipe the chimney output to pipes, to store in the usual way with pipes, except that it's released to the air instead of deleted when a pipe/tank/barrel is picked up.
Then it could be filtered into lets say half the existing level of pollution each pass through a filtering building, producing solid waste very gradually, that needed either storing or turning back into poluting gas to release into the air.
The filtering building could even be put together with some pipes into a loop to continuously refine and take in new air, releasing air in the loop when it is fresh enough, if you didn't mind putting some effort as the player to make this process reliable enough.
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Now if there was a very late game level of automation, providing devices like the following:
Moved to own thread:
viewtopic.php?f=6&t=30507
Then (above link) together with circuit networks you'd have another blueprint like but different approach to creatively putting together any number of new sorts of design, including mining expansions, or even a whole self expanding factory, a mind-bending but player specifically viable option.
It would assist the fossal/solar balence while also providing a very interesting and natural extra layer late game.