So I'm aware that something is breaking under the pressure of ~120 mods or so, but I can't quite figure out what is. My assumption is that it is a Mod ID issue of some sort, since the loading screen will crawl all the way to step 6 where it begins to deal with mod IDs then it just suddenly closes and for some reason takes the launcher (and output log) with it. I tested each mod individually and in groups of 7 or 8 to see if it was a broken mod or compat issue but it just seems to be breaking whenever I put all of them in my mods folder. And funny thing, it doesn't even leave a crash report for me to give you, which is hilariously odd.
Here's the mod list (everything is up to date as of this post):
AbyssalCraft, Actually Additions, Aether II, Applied Energistics 2, Astral Sorcery, Avaritia, Baubles, Biomes o' Plenty, Blood Magic, Botania, Buildcraft, ChickenChunks, Chisel, Deep Resonance, Draconic Evolution, Embers, EnderIO, Environmental Materials, Environmental Tech, Extra Utilities, Extreme Reactors, Forestry, Funky Locomotion, Galacticraft, Advanced Generators, Gregtech (community edition), Immersive Engineering, Industrialcraft 2, Industrial Foregoing, InventoryPets, Iron Backpacks, Iron Chest, JEI, Journeymap, Mekanism, Modular Powersuits, Mystcraft, Mystical Agriculture, Natura, OpenComputers, Portal Gun, PotionCore, Power Adapters, Practical Logistics 2, ProjectE, Project Red, Psi, Quark, Railcraft, Redstone Arsenal, Reliquary, RFTools, Tinkers' Construct, Thaumcraft, Thermal Series (all five), Twilight Forest, Waystones, XNet