Ok, again, here are the mod links, followed by a better description this time.
https://mods.factorio.com/mod/RebalancedOilProduction
https://mods.factorio.com/mod/SulfurFromOils
Ideas from here down are taken from kbk's post:
kbk wrote: ↑Tue Jul 23, 2019 11:01 pm
Changed BOP to remove LO (so yes, still makes HO and PG) and increased pollution (to represent the lost LO being sent up the refinery's flare stack). The concept here, I believe, is to try to simplify the production of 3 fluids to just 2, simplifying the challenge a bit, while also retaining the primary two ingredients that are used in everything else.
The actual amount of PG and HO produced are unchanged and the extra pollution caused is +33%.
Moved LO to solid fuel recipe to AOP seams only AOP now produces LO.
Created second BOP that takes in water (in addition to crude) and will output steam in addition to HO and PG. With this recipe, the oil fractions that are being "burnt off" with the refinery's flare stack are being repurposed to produce steam for your boilers. And yes... the pollution is still elevated (you're still burning it). This recipe is locked behind a new tech that has a prerequisite of only oil processing with the same costs.
HO & PG production unaltered. Takes in 400 units of water and outputs 400 units of 165-degree steam. A regular boiler can produce 60 units of steam per second, and the BOP recipe runs for 5 seconds. 60 x 5 = 300. I've set it a little higher than this for now based on kbk's comments, but welcome feedback. Pollution still at +33%.
Rebalanced solid fuel to require less HO, more LO, and even more PG, so efficiency goes (from best to worst) heavy -> light -> petroleum.
For 1 solid fuel, each recipe goes 10 HO, 20 LO, 40 PG.
Added new "backwards cracking" (alkylation) recipes. These allow you to combine PG to get LO, and LO to get HO. Concept is to allow the player better fine-tuned control over balancing their fluid needs later. These recipes are locked behind a new tech that has AOP as a prerequisite.
The alkylation recipes require sulfuric acid to work. Defaults for these recipes take a large amount of the lighter oil fraction plus the sulfuric acid to then output the heavier fraction, a small leftover amount of the lighter fraction, and sulfur. There is a startup setting to simplify the recipes, making them use less of the lighter fraction, and output the heavier fraction with only sulfuric acid (no leftover light fraction or sulfur).
Default PG -> LO: Input 50x PG, 30 sulfuric acid. Outputs 30x LO, 10x PG, 1x sulfur.
Alternate PG -> LO: Input 40x PG, 30 sulfuric acid. Outputs 30x LO, 10x sulfuric acid.
Default LO -> HO: Input 40x LO, 30 sulfuric acid. Outputs 20x HO, 10x LO, 1x sulfur.
Alternate LO -> HO: Input 30x LO, 30 sulfuric acid. Outputs 20x HO, 10x sulfuric acid.
Rocket fuel modified to require LO directly in manufacturing. Gives LO a direct purpose.
200 LO -> 1 rocket fuel (equivalent to new LO to solid fuel recipe x10 solid fuel for rocket fuel as previous)
Refined concrete has had its water requirement replaced with lubricant to give further use to HO. The concrete requirements of rocket silos and nuclear reactors are then replaced with refined concrete.
Refined concrete water requirement replaced 1 to 1, for 100 lubricant.
Nuclear reactor and rocket silo concrete requirements replaced 1 to 1, for 500 and 1000 refined concrete, respectively.
This idea is taken from Roxor128's post:
Refinery's stone brick requirement is replaced with regular concrete, to encourage further practice with fluid handling for the water required in concrete.
Refinery's stone brick requirement replaced 1 to 1, for 10 concrete.
Concept for the Sulfur Processing from Oils mod was taken from Adamo's post:
Adamo wrote: ↑Tue Jul 23, 2019 8:51 pm
This mod adds recipes for making sulfur from HO & LO and by default removes the PG recipe unlock (there's a setting to allow it still). The concept here was to try and spread the oil fractions use out a bit more off from PG and onto HO & LO. HO & LO are also where you'd find more of the sulfur than PG, anyway.
HO to sulfur is 10 to 1. (I wonder if doing 20 to 2 would be easier to notice the efficiency increase?)
LO to sulfur is 20 to 1.
PG to sulfur is 30 to 1 (if the recipe is not disabled).
If this mod is installed and enabled with the other one, it moves the sulfur from LO recipe to AOP (seems LO is not available until then) and then also adds a requirement of sulfur processing to AOP (so one can't make the sulfur without sulfur processing). (May want to change this? Put sulfur from LO into its own tech that then requires sulfur processing and AOP? Is there a better way, or is the way I'm handling this ok?) It also includes a setting that then moves the sulfur from PG recipe to AOP, assuming the setting from the sulfur processing mod to remove this recipe is disabled.
No other changes to science, techs, or other recipes have been made. This means bots, lasers, accumulators, etc are still available at the same points and should all be makeable from oil processing.