That should give you a feel for what the vanilla game is like, and what you like and don't like about it, so you'll be in much better shape to make your own decisions as to which mods look interesting or useful to you.
Then I'd experiment with mods to find out which one you like or not. Some of the most popular mods are probably not too bad to start with (as long as they're not full game overhaul mods or ones that add a ton of content, as those will almost certainly be completely overwhelming for a newbie.. they can be overwhelming even for advanced players).
Also, I'd start with just a single mod or two, and learn how to use those before adding more. It's easy to go mod-crazy, but that's useless unless you actually know how to use them. So learn a mod or two at a time, and then get a couple more.
There are usually videos on at least the most useful and popular mods out there, so those should be of great help in learning how to use them... but nothing beats trying them yourself.
For me personally, the top three absolutely essential mods are Fill4Me, Squeak Through, and Todo List. Don't expect to be blown away by these mods.. they're very small and very simple utility mods.
These days I actually play with hundreds of mods, so the three above won't even give you a small taste of what's possible.. they just cure a couple of annoyances, and add a tiny bit of useful functionality that I personally can't live without. But sooo muuch more is possible!
On the other hand, I think things like keybindings and mods that fix problems are probably ok (personally).
Factorio: Bob's mods, Angel's mods
Minecraft: Literally every tech mod, most magic
Skyrim: Requiem
Fallout 4: Horizon
I did try Bob's and Angel's, but I found the formulas so nonsensical that it broke the "immersion" for me.
I think I'd be more interested in a mod that added something that fits the game world and just... extended it a little. E.g.: adding aluminium and titanium, not 50 new raw materials that inter-convert into each other in absurd ways -- loops even in some mods!
E.g.: One thing that feels "not fleshed out enough" in the vanilla game to me is the infrastructure related to nuclear power. The centrifuges have no use other than nuclear enrichment and related processes. The heat pipes can only be meaningfully used with nuclear reactors. Etc... Similarly, you never need to use circuit networks, the back-pressure from the belts alone is sufficient to achieve the desired throughput.
It does tweak nuclear a little, giving you a way to use reprocessing side projects for fusion power near the later part of the tech tree.
In terms of circuits, the one area in which I always use them is to control oil refining so I didn't end up capping on heavy/light oil but also didn't turn it all into petrol and leave myself without the resources to make lubricant or rocket fuel.
Space Exploration pretty much forces you to use circuits too in controllijy what goes to your space stations/other planets but it's a long mod with most of the content basically starting after a full vanilla playthrough
Then go watch videos and do it again, but much faster.
Then if you’re still playing, you obviously have time to kill so go play Industrial Revolution 2, space exploration, and bobs mods on their own for a whole new experience.
Just so people know what they'll be getting in to with these mods: they add a ton of content and make the game much, much longer... which is great, if that's what you want.
But maybe you prefer more combat, or less combat.. or something that's focused on giving you some particular technology or technologies, or a dozen other ways to approach the game.
Also, many of my own favorite mods don't actually add much if any content at all, but are utility mods, which make certain parts of the game more manageable or more flexible... like train management mods.
QoL mods:
- Long Reach: Highly recommended if playing on >1080p res display
- Squeak through: Once you start laying pipes for fluids this becomes an essential mod for moving about your base
- Even Distribution: Evenly distributes items when you click drag to fill multiple entites with items, eg furnaces with fuel
- EvoGUI: Simple display overview for keeping track of biter evolution and basic environment info.
- Vehicle Snap: Makes it easier to align to a given cardinal direction
- Blueprint Extensions mod (Continued): Get the Continued flavor for version >1.0 compatibility. This mod gives some basic tools such as mirroring or rotating blueprints, very useful.
- Bottleneck: shows a simple colored dot over some entities to show if it's input starved, output limited (overfull), or running normally. Makes it easy to see at a glance what is backing up in sections of your base.
- FNEI: Want to know how to make something, or what use a certain item has? this simple mod shows how anything inthe game is made, or everything it can be used in. Also has great mod support, even full conversion mods.
Conversion/Gameplay Changing mods:
- Bobs And Angels modsets: Think you've figured out factorio? Want more factorio? More logistics? More recipes and items to make More things? Step into Bobs w/ Angels modset to ratchet up the complexity by an order of magnitude or two (in a good way). Want an extra challenge? Get the Sandblock mod, which is Bobs + Angels but starting on a tiny island, and you have to harvest resources to build your factory - including the land you build it on - from the sea.
- Krastorio: I actually haven't gotten around to this, but it's another full conversion mod that is highly recommended by many members of the community. Definitely on my to-play list
- Rampant Arsenal + Pitch Black: Want more of a RTS-esque combat challenge? Biters too boring/easy now that you've come to grips with Factorio's core mechanics? Deathworld too easy? Give this ago. It greatly expands the arsenal available to you should you choose to build them, but also greatly ramps up biter aggression, difficulty, and variety, especially at night.
There are many many more mods to choose from, and the modding community is very vibrant, and well supported from the devs themselves, with an excellent mod portal and mod loading system integrated into the game. It's by far the best mod community and integration in a game I've ever seen, and people are still churning out all manner of new and interesting stuff, as well as improving upon the classics listed above. There are also many I've not specified (eg FARL, LTN, etc) that many would consider essential, but this is already a long list.
EDIT: Also just realized this is a 9 day old thread. Came back from the holidays to my desktop and this tab was still open, apologies for the necro.