So... the "Curse(d) Experience" has motivated me to eliminate them as "middleman" when trying to run Minecraft. I have no need for Curse, so it's time to learn how to mod Minecraft by myself without their help.
This is what I did:
Downloaded Forge and followed a tutorial on how to set up my own server. Due to mod selection, I wish to run Minecraft v1.7.10 only.
Ran Minecraft with only the Forge mod installed, and did Multiplayer/"Direct Connect" to my own IPv4 address. I appeared in the world, and everything seemed to be running perfectly, so I shut it down.
Went to Curse directory and copied the contents of the "mods" folder over to my ForgeServer "mods" folder.
Started up the Forge jar to get the console window open, then tried to run Minecraft but it failed with a ton of mod errors
Question #1: Do I need to make a server and "Direct Connect" to it if all I plan to do is play SSP alone, offline?
Question #2: Where is the save file for the world that appeared when I connected to my own server? I couldn't find it. I never created, nor named, a world! So how did that happen, and where is it?
Question #3: When I copied all the mod .jar files over, what did I do wrong?
If there's a good tutorial on how to set up modded SSP, you could just post that instead of responding with a long-winded reply. I think I'm close to my goal to eliminate the Curse(d) middleman but I'm still a noob at this stuff (which is why Curse does have some redeeming values since my modpack with 100 mods ran just fine when Curse set it up for me).
For ssp, I'd just use MultiMC to be honest.
1: nope, the minecraft client runs its own invisible server when you play singleplayer anyway, so you only need to configure one minecraft instance - your client.
2: I can't remember the default world name off the top of my head, but its probably just "World". The server folder doesn't have a 'saves' folder, it just puts a folder where the .jar is, with the name of the world, and stores all the save info in there. You can even just copy that folder into a client's 'saves' folder, and itll work in local singleplayer
3: if the server (or client) is crashing with errors you'll probably have to start looking through the config files or mod list. It's likely all your mods wont launch faultlessly the first time around.
e.g there could be a potion or biome id conflict that could cause a crash (although those id conflicts dont always crash minecraft).
You could also be missing dependency mods, though in this case it's unlikely since you just copied a (working?) mod-list to the instance.
I'd copy the 'config' folder off the working instance too, if you're happy with the configs that are there. The existing configs should include fixes for initial incompatibilities
If you installed the 'recommended' forge, try the latest one, some mods require it.
Otherwise, take a look at the crash log. I know if I start to make a pack from scratch (or from taking the mods from another pack and wiping the config files to get defaults), I generally have to go through the process of starting minecraft, letting it crash, reading the log for the error and fixing whatever it said, a few times at least. I went through this process after deriving a pack from the mods in FTB infinity and the direwolf20 packs a couple weeks ago.