I also thought about posting some images, but they really wouldn't SHOW anything...If you can get a good picture that shows the point of these mods post a link below and I'll put it here with your name underneath it (if I don't already have a few up). OR if you want to make some better images, feel free! Mine are terrible I know
so The MODS (also available through my github repos)
Modpack of Blast Mining, Cloning, DNA, Ilbike, Poison Ammo, and Mind Control for easy download..
DNA - 0.2 - Intended to complement Blast Mining, Cloning, and Mind Control (could also be used by other mods quite easily).
Blast Mining - 1.4 - adds dynamite to Factorio so that you can quickly and easy pick up those last few spots of ore (should be compatible with all ores added by other mods or in the future).
Cloning - 1.4 - adds the ability to build cloning tanks, when you die you will respawn to the first placed cloning tank, cloning tanks require maintenance to continue running (power + liquid dna if it exists) and produce waste which needs to be handled.
Ilbike mod -1.4 - Mod asked for by Ilnor, adds a bike that you can get before the car. It also adds a hover bike that lets you cross water/trees etc. (poor graphics)
Mind Control 1.4 - adds a beacon that acts like a radar, oh right, it also switches a random (10%-33%) number of biters within an area of 10 to be allies (once they leave the area of influence they revert to their normal destructive natures however), biters 'surrender' occasionally when a hive is destroyed (it will respawn as player force and nearby enemies will become allies), beacons withing a range of 30 from a hive/base can 'control' the base and new biters (and existing in a 10 area) will be friendly. (weird graphic due to animation lol)
Poison Ammo - 0.2 - Adds some basic poison ammo, and some tech to unlock them. Crafted by combining the base ammo with a poison capsule. OP? Let me know. The most likely is the rocket...
--Purely Proof of Concept mods
Basic Flame Thrower Turret - I think you can guess...mostly uses base graphics.
Achievements - Adds a few (~12) achievements to the game, I don't feel like listing them all here so just check the script-locale/en.cfg file in a text editor.
Ilness BROKEN due to lack of mod access to modular armor inventory- Adds a few random illnesses to the player (bleeding, broken legs which slow the player, and broken arms which slow manual mining). I'd intended to increase the chance of these when the player takes damage but since it's proof of concept I decided to forgo the extra coding to store player health and check if it'd been decreased. Also don't ask why it's called illness instead of something logical like diseases (I'm honestly not sure )
--Requested mods
Practically Infinite Resources - Makes all resources infinite, if used with an already started map stand near resources and use remote.call("infinite", "scan") in the console (~ or /) to convert them. This can not be reverted (to make it possible I'd have to keep a table of each entity and their old resource amount..doesn't seem worth it.)
Drills Anywhere - Allows you to place drills even if there is no ore
with Tech (recipe = 5 steel, 2 explosives)
No tech (recipe = 5 iron plates), just rename to devnull.zip instead of devnull-cheap.zip (or extract it)
Expensive Sciencepacks a quick mod that makes all science packs 100x more expensive for those who want a massive base, but only if it serves a purpose
ALSO, thanks to all of the other members of the Factorio Development team! Without you I may not have even started modding
PS if anyone has better graphics send them to me I'll replace what's in the mod(s) and place your name here.