the latest version I had was 1.3.0 Beta which didn't have a server mod
there was an earlier version that had a server mod, but was much more buggy...
to get 1.3.0 Beta working with textures
I had to put the [CustomSteve/] folder in the [mods/] folder because it didn't work in the [.minecraft/] directory
I know I've explained this before, but I keep seeing cases of "my textures don't work" here and nobody recommending this solution
.minecraft/mods/CustomSteve/ is what you need to get textures working
at least on 1.7.10 anyways
if anyone needs 1.3.0 Beta for whatever reason, I might be able to send it
although I'm not sure if it was ever updated, let alone had a server version mod released
tbh it's easy to detect if the mod is running on the client or server and he could just build a single jar that runs on either, which is much easier to maintain (I would know).
the latest version I had was 1.3.0 Beta which didn't have a server mod
there was an earlier version that had a server mod, but was much more buggy...
to get 1.3.0 Beta working with textures
I had to put the [CustomSteve/] folder in the [mods/] folder because it didn't work in the [.minecraft/] directory
I know I've explained this before, but I keep seeing cases of "my textures don't work" here and nobody recommending this solution
.minecraft/mods/CustomSteve/ is what you need to get textures working
at least on 1.7.10 anyways
if anyone needs 1.3.0 Beta for whatever reason, I might be able to send it
although I'm not sure if it was ever updated, let alone had a server version mod released
tbh it's easy to detect if the mod is running on the client or server and he could just build a single jar that runs on either, which is much easier to maintain (I would know).
at first i do this. because the problem i had is some model works normally (with textures) and some model just blank white/black. the custom textures option that didnt do anything
Well if i remember . this mod have few versions for 1.7.10. and one of them has many bugs and errors. i dont know what im using now, probably the error one.
I did a video of getting her to work in MC1.7.10 i use CustomSteve beta 1.1.0. i hope this helps.
Hey, customsteve works on 1.7.10 cauldron server ?
I noticed in a video of how to make a cauldron server that it uses forge to install a server, so if you are lucky, it could work. Because the CustomSteve server mod requires a forge server. But, you will have to use CustomSteve beta 110 because that has both the client and the server mod.
I did a video of getting her to work in MC1.7.10 i use CustomSteve beta 1.1.0. i hope this helps.
Thanks bro IT WORKED!!!!!!!!!!!
and then i figured the solution
SOLUTION FOR BLANK TEXTURE
- Just like in the video in 2:10
- Change the version of the mod
- Renaming the files
(u can select one of these solution).
By the way, can i ask for the item skeleton?.
and i want to ask, how to put texture on pmx file, cuz i ever found the MMD models with just the pmx or pmx with just few textures and it works just fine in Custom Steve mod looks like the textures are. already included in the model files.
Thanks Again for the solutions and videos bro, its funny lol the skeleton almost shoot u to ravine.
Thanks you again bro, if u have time. try to watch bang dream, its fun.
and i want to ask, how to put texture on pmx file, cuz i ever found the MMD models with just the pmx or pmx with just few textures and it works just fine in Custom Steve mod looks like the textures are. already included in the model files.
Thanks Again for the solutions and videos bro, its funny lol the skeleton almost shoot u to ravine.
Thanks you again bro, if u have time. try to watch bang dream, its fun.
You are welcome
The item-skeleton link is in the description of the video.
Oh and i would advise you to use the CustomSteve1710141Beta_HF1.zip it takes a lot less of a performance hit to use that one. my pc went from 40-50fps in beta 1.1.0, up to 90-100 fps in beta 141-HF1, and i was using shaders too.
you can get it from this link, the on at the bottom to the right.
It should be able to use sph, if you look at the armor on this model i used then it's very shiny.
But if you can find a link for that model i'll take a look at it.
You are welcome
The item-skeleton link is in the description of the video.
Oh and i would advise you to use the CustomSteve1710141Beta_HF1.zip it takes a lot less of a performance hit to use that one. my pc went from 40-50fps in beta 1.1.0, up to 90-100 fps in beta 141-HF1, and i was using shaders too.
you can get it from this link, the on at the bottom to the right.
im sorry im done with bang dream models because the author doesnt want it to be edited besides MMD purposes, so im gonna use kamen rider models since they rip it from game files.
Okay, it looks like this one is not compatible with the way CustomSteve works.
For example, the shoulder pads (material 3) don't have a texture file, they are just colors and sph in PMXeditor. I tried renaming all the sph files and replace the names in the model, but the sph still don't load properly. So my guess is that adding a texture to the "Tex" field, then the sph would show in Minecraft like it should.
Okay, it looks like this one is not compatible with the way CustomSteve works.
For example, the shoulder pads (material 3) don't have a texture file, they are just colors and sph in PMXeditor. I tried renaming all the sph files and replace the names in the model, but the sph still don't load properly. So my guess is that adding a texture to the "Tex" field, then the sph would show in Minecraft like it should.
This was the result after everything was renamed.
Thanks for Helping me...
I tried to fix this but the result is same as you. but in the other kamen rider model, the sph just works in the head and the body is still matte( it should shiny, but only in the head). the ex-aid (pink kamen rider) when the texture loads i see glimpse of the right texture (the sph) on the right parts. so i think just the mod cant load that much.
In the other hand, the newer version of CSM (custom steve mod) that u suggest me has some bug which some texture didnt load properly (u can see in the ran mitake model). But it didnt happen to all model.
I tried to fix this but the result is same as you. but in the other kamen rider model, the sph just works in the head and the body is still matte( it should shiny, but only in the head). the ex-aid (pink kamen rider) when the texture loads i see glimpse of the right texture (the sph) on the right parts. so i think just the mod cant load that much.
In the other hand, the newer version of CSM (custom steve mod) that u suggest me has some bug which some texture didnt load properly (u can see in the ran mitake model). But it didnt happen to all model.
"when the texture loads i see glimpse of the right texture (the sph) on the right parts. so i think just the mod cant load that much."
What i think you see is, the sph loads, because you see the pink at the right place, but then the missing texture file trys to load and that "covers" the sph that gets loaded. If you make a png with the correct color and add that to the model in the Tex field it should work properly. but you have to do that for each material that has a sph to make that model look like it should.
Ran Mitake, It's the shaders that makes it look like that, she is pale, but not pale like a ghost. If you turn off the shaders she looks like she does in PMXeditor.
"when the texture loads i see glimpse of the right texture (the sph) on the right parts. so i think just the mod cant load that much."
What i think you see is, the sph loads, because you see the pink at the right place, but then the missing texture file trys to load and that "covers" the sph that gets loaded. If you make a png with the correct color and add that to the model in the Tex field it should work properly. but you have to do that for each material that has a sph to make that model look like it should.
Ran Mitake, It's the shaders that makes it look like that, she is pale, but not pale like a ghost. If you turn off the shaders she looks like she does in PMXeditor.
Thanks for reply.
You are right about ran, its because the shader is too bright, i fixed it on the shader option.
Im still fixing the sph, because a model works perfectly with the sph. Its Kirito model, There is the video model
And the model which the head worked, it uses same sph files with the body, weird isnt?.
If i make the sph parts to png format, would it be shiny?, because armours arent cool if not shiny unless its matte.
I just need to find how things work here to completely fix this. Anyway, i found the 'running' animation doesnt loop. its just stops when it finish its animation. what happen.
You are right about ran, its because the shader is too bright, i fixed it on the shader option.
Im still fixing the sph, because a model works perfectly with the sph. Its Kirito model, There is the video model
And the model which the head worked, it uses same sph files with the body, weird isnt?.
If i make the sph parts to png format, would it be shiny?, because armours arent cool if not shiny unless its matte.
I just need to find how things work here to completely fix this. Anyway, i found the 'running' animation doesnt loop. its just stops when it finish its animation. what happen.
Thanks.
It looks like that video uses a different shader then SEUS.
Kirito don't work very well for me,There are several issues to get him to work, but all should be able to be fixed.
The second picture is the debug menu. and for starters it says it can't load the toon_a.bmp. And that's true, there is no toon_a.bmp
So deleting "Toon" from every material it is used on since it is not needed. Materials: 0, 12, 16 and 17.
The debug says it can't load sph1, 2 and 3.bmp, again those files do not exist.
So deleting "Sphere" from every marterial it is used on, since it's not needed. (Remember to change the dropdown from "+ Add-sphere" to "- Invalid" too on every material.
Materials: 0, 11, 13, 16 and 17.
The debug says it can't find textures jin.png, jin1.png, jin2.png, sh1.png and sh2.png. And again that's true, they are all .jpg. So i assume Customsteve can't load the jpg format. So we have to convert all of them to png and rename them in the model.
Even after i fixed all this he was still all black for me. except his fingers was showing now.
I noticed that the "Diffuse" on most of the materials was 0, 0, 0.
But 1,1,1 on material 11, his fingers.
So i set "Diffuse" to 1,1,1. on all the materials that had "0, 0, 0"
And there he is.
Regarding the animations.
I renamed the Kirito animation folder to "old-kirito"
made a copy of Sakuya to a new folder "Kirito"
Then copied the files in "old-kirito" in to the "kirito" folder (replacing files)
And most of his animations look okay now, There are more animations in the beta 1.4.0 then there was in the beta 1.1.0.
But testing now, it looks kinda silly if you import the item skeleton on him. so i think only a few of his motions should be as they were.
When you import the item skeleton, you have to move the bones so the match a bit better with him.
To remove his own swords, you have to delete materials 14, 15. 23 and 24.
It looks like that video uses a different shader then SEUS.
Kirito don't work very well for me,There are several issues to get him to work, but all should be able to be fixed.
The second picture is the debug menu. and for starters it says it can't load the toon_a.bmp. And that's true, there is no toon_a.bmp
So deleting "Toon" from every material it is used on since it is not needed. Materials: 0, 12, 16 and 17.
The debug says it can't load sph1, 2 and 3.bmp, again those files do not exist.
So deleting "Sphere" from every marterial it is used on, since it's not needed. (Remember to change the dropdown from "+ Add-sphere" to "- Invalid" too on every material.
Materials: 0, 11, 13, 16 and 17.
The debug says it can't find textures jin.png, jin1.png, jin2.png, sh1.png and sh2.png. And again that's true, they are all .jpg. So i assume Customsteve can't load the jpg format. So we have to convert all of them to png and rename them in the model.
Even after i fixed all this he was still all black for me. except his fingers was showing now.
I noticed that the "Diffuse" on most of the materials was 0, 0, 0.
But 1,1,1 on material 11, his fingers.
So i set "Diffuse" to 1,1,1. on all the materials that had "0, 0, 0"
And there he is.
Regarding the animations.
I renamed the Kirito animation folder to "old-kirito"
made a copy of Sakuya to a new folder "Kirito"
Then copied the files in "old-kirito" in to the "kirito" folder (replacing files)
And most of his animations look okay now, There are more animations in the beta 1.4.0 then there was in the beta 1.1.0.
But testing now, it looks kinda silly if you import the item skeleton on him. so i think only a few of his motions should be as they were.
When you import the item skeleton, you have to move the bones so the match a bit better with him.
To remove his own swords, you have to delete materials 14, 15. 23 and 24.
Thanks for the fix. Sorry for my late reply
Im glad u can fix that, Thank you so much.
The kirito works well in 1.1.0. but not in 1.4.0 so i confuse a lot cuz i dont know how things work.
About Ex-Aid model, how to add textures/skins on the model im gonna try to repaint him manually. Since we dont need sph , assume .sph didnt work.
but im gonna do the kirito first cuz im new to pmxEditor and learn from ur tutorial.
---- Minecraft Crash Report -------- Minecraft Crash Report ----// Why did you do that?
Time: 8/10/19 1:51 PMDescription: Exception in server tick loop
java.lang.StringIndexOutOfBoundsException: String index out of range: -1 at java.lang.String.substring(String.java:1927) at CustomSteve_Server.ModContainer.Init(ModContainer.java:75) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:713) at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:97) at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:323) at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:286) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:620) at java.lang.Thread.run(Thread.java:748)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- System Details --Details: Minecraft Version: 1.7.10 Operating System: Linux (amd64) version 4.9.0-9-amd64 Java Version: 1.8.0_222, Oracle Corporation Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 280916200 bytes (267 MB) / 559939584 bytes (534 MB) up to 1908932608 bytes (1820 MB) JVM Flags: 1 total; -Xmx2G AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v9.05 FML v7.10.114.1388 Minecraft Forge 10.13.3.1403 6 mods loaded, 6 mods active mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized FML{7.10.114.1388} [Forge Mod Loader] (server.jar) Unloaded->Constructed->Pre-initialized->Initialized Forge{10.13.3.1403} [Minecraft Forge] (server.jar) Unloaded->Constructed->Pre-initialized->Initialized PlayerAPI{1.4} [Player API] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized customsteveserver{1.1.0Beta} [CustomSteveServer] (CustomSteve_Server1710110Beta_Forge.jar) Unloaded->Constructed->Pre-initialized->Errored mcheli{1.0.4} [MC Helicopter] (mcheli) Unloaded->Constructed->Pre-initialized->Initialized Profiler Position: N/A (disabled) Player Count: 0 / 200; [] Is Modded: Definitely; Server brand changed to 'cauldron,craftbukkit,mcpc,fml,forge' Type: Dedicated Server (map_server.txt)
Hey, customsteve works on 1.7.10 cauldron server ?
the latest version I had was 1.3.0 Beta which didn't have a server mod
there was an earlier version that had a server mod, but was much more buggy...
to get 1.3.0 Beta working with textures
I had to put the [CustomSteve/] folder in the [mods/] folder because it didn't work in the [.minecraft/] directory
I know I've explained this before, but I keep seeing cases of "my textures don't work" here and nobody recommending this solution
.minecraft/mods/CustomSteve/ is what you need to get textures working
at least on 1.7.10 anyways
if anyone needs 1.3.0 Beta for whatever reason, I might be able to send it
although I'm not sure if it was ever updated, let alone had a server version mod released
tbh it's easy to detect if the mod is running on the client or server and he could just build a single jar that runs on either, which is much easier to maintain (I would know).
Goodbye Microsoft
at first i do this. because the problem i had is some model works normally (with textures) and some model just blank white/black. the custom textures option that didnt do anything
I did a video of getting her to work in MC1.7.10 i use CustomSteve beta 1.1.0. i hope this helps.
I noticed in a video of how to make a cauldron server that it uses forge to install a server, so if you are lucky, it could work. Because the CustomSteve server mod requires a forge server. But, you will have to use CustomSteve beta 110 because that has both the client and the server mod.
Thanks for your effort, i appreciate it. thats very helpful.
can i ask some questions?.
what is that .json things in model files.
and where u get 1710110 mod, the page has been deleted so i only find 111 and 121.
Thanks bro IT WORKED!!!!!!!!!!!
and then i figured the solution
SOLUTION FOR BLANK TEXTURE
- Just like in the video in 2:10
- Change the version of the mod
- Renaming the files
(u can select one of these solution).
By the way, can i ask for the item skeleton?.
and i want to ask, how to put texture on pmx file, cuz i ever found the MMD models with just the pmx or pmx with just few textures and it works just fine in Custom Steve mod looks like the textures are. already included in the model files.
Thanks Again for the solutions and videos bro, its funny lol the skeleton almost shoot u to ravine.
Thanks you again bro, if u have time. try to watch bang dream, its fun.
Did the custom steve didnt support sph?
the preview in game and in pmx editor is different.
In-game just like the non-sph textures placed in sph texture area scrambly
It should be able to use sph, if you look at the armor on this model i used then it's very shiny.
But if you can find a link for that model i'll take a look at it.
You are welcome
The item-skeleton link is in the description of the video.
Oh and i would advise you to use the CustomSteve1710141Beta_HF1.zip it takes a lot less of a performance hit to use that one. my pc went from 40-50fps in beta 1.1.0, up to 90-100 fps in beta 141-HF1, and i was using shaders too.
you can get it from this link, the on at the bottom to the right.
the link for model is https://bowlroll.net/file/128029 the password is M.
thanks for the advice and the skeleton.
im sorry im done with bang dream models because the author doesnt want it to be edited besides MMD purposes, so im gonna use kamen rider models since they rip it from game files.
Thank You
I just got home and downloaded the エグゼイドlv2_1.2 model. And i see mine has even less loaded textures.
hmmmm... maybe our version of the mod didnt support sph files.
maybe works in CS mod in latest release
Okay, it looks like this one is not compatible with the way CustomSteve works.
For example, the shoulder pads (material 3) don't have a texture file, they are just colors and sph in PMXeditor. I tried renaming all the sph files and replace the names in the model, but the sph still don't load properly. So my guess is that adding a texture to the "Tex" field, then the sph would show in Minecraft like it should.
This was the result after everything was renamed.
Yeah, i made a png file that was gray and added that to the chest armor, and that looks okay now.
So this model lacks textures in order to work in CustomSteve.
Thanks for Helping me...
I tried to fix this but the result is same as you. but in the other kamen rider model, the sph just works in the head and the body is still matte( it should shiny, but only in the head). the ex-aid (pink kamen rider) when the texture loads i see glimpse of the right texture (the sph) on the right parts. so i think just the mod cant load that much.
In the other hand, the newer version of CSM (custom steve mod) that u suggest me has some bug which some texture didnt load properly (u can see in the ran mitake model). But it didnt happen to all model.
"when the texture loads i see glimpse of the right texture (the sph) on the right parts. so i think just the mod cant load that much."
What i think you see is, the sph loads, because you see the pink at the right place, but then the missing texture file trys to load and that "covers" the sph that gets loaded. If you make a png with the correct color and add that to the model in the Tex field it should work properly. but you have to do that for each material that has a sph to make that model look like it should.
Ran Mitake, It's the shaders that makes it look like that, she is pale, but not pale like a ghost. If you turn off the shaders she looks like she does in PMXeditor.
Thanks for reply.
You are right about ran, its because the shader is too bright, i fixed it on the shader option.
Im still fixing the sph, because a model works perfectly with the sph. Its Kirito model, There is the video model
And the model which the head worked, it uses same sph files with the body, weird isnt?.
If i make the sph parts to png format, would it be shiny?, because armours arent cool if not shiny unless its matte.
I just need to find how things work here to completely fix this. Anyway, i found the 'running' animation doesnt loop. its just stops when it finish its animation. what happen.
Thanks.
It looks like that video uses a different shader then SEUS.
Kirito don't work very well for me,There are several issues to get him to work, but all should be able to be fixed.
The second picture is the debug menu. and for starters it says it can't load the toon_a.bmp. And that's true, there is no toon_a.bmp
So deleting "Toon" from every material it is used on since it is not needed. Materials: 0, 12, 16 and 17.
The debug says it can't load sph1, 2 and 3.bmp, again those files do not exist.
So deleting "Sphere" from every marterial it is used on, since it's not needed. (Remember to change the dropdown from "+ Add-sphere" to "- Invalid" too on every material.
Materials: 0, 11, 13, 16 and 17.
The debug says it can't find textures jin.png, jin1.png, jin2.png, sh1.png and sh2.png. And again that's true, they are all .jpg. So i assume Customsteve can't load the jpg format. So we have to convert all of them to png and rename them in the model.
Even after i fixed all this he was still all black for me. except his fingers was showing now.
I noticed that the "Diffuse" on most of the materials was 0, 0, 0.
But 1,1,1 on material 11, his fingers.
So i set "Diffuse" to 1,1,1. on all the materials that had "0, 0, 0"
And there he is.
Regarding the animations.
I renamed the Kirito animation folder to "old-kirito"
made a copy of Sakuya to a new folder "Kirito"
Then copied the files in "old-kirito" in to the "kirito" folder (replacing files)
And most of his animations look okay now, There are more animations in the beta 1.4.0 then there was in the beta 1.1.0.
But testing now, it looks kinda silly if you import the item skeleton on him. so i think only a few of his motions should be as they were.
When you import the item skeleton, you have to move the bones so the match a bit better with him.
To remove his own swords, you have to delete materials 14, 15. 23 and 24.
Thanks for the fix. Sorry for my late reply
Im glad u can fix that, Thank you so much.
The kirito works well in 1.1.0. but not in 1.4.0 so i confuse a lot cuz i dont know how things work.
About Ex-Aid model, how to add textures/skins on the model im gonna try to repaint him manually. Since we dont need sph , assume .sph didnt work.
but im gonna do the kirito first cuz im new to pmxEditor and learn from ur tutorial.
Thanks.
Please Help
---- Minecraft Crash Report -------- Minecraft Crash Report ----// Why did you do that?
Time: 8/10/19 1:51 PMDescription: Exception in server tick loop
java.lang.StringIndexOutOfBoundsException: String index out of range: -1 at java.lang.String.substring(String.java:1927) at CustomSteve_Server.ModContainer.Init(ModContainer.java:75) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:713) at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:97) at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:323) at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:286) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:620) at java.lang.Thread.run(Thread.java:748)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- System Details --Details: Minecraft Version: 1.7.10 Operating System: Linux (amd64) version 4.9.0-9-amd64 Java Version: 1.8.0_222, Oracle Corporation Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 280916200 bytes (267 MB) / 559939584 bytes (534 MB) up to 1908932608 bytes (1820 MB) JVM Flags: 1 total; -Xmx2G AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v9.05 FML v7.10.114.1388 Minecraft Forge 10.13.3.1403 6 mods loaded, 6 mods active mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized FML{7.10.114.1388} [Forge Mod Loader] (server.jar) Unloaded->Constructed->Pre-initialized->Initialized Forge{10.13.3.1403} [Minecraft Forge] (server.jar) Unloaded->Constructed->Pre-initialized->Initialized PlayerAPI{1.4} [Player API] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized customsteveserver{1.1.0Beta} [CustomSteveServer] (CustomSteve_Server1710110Beta_Forge.jar) Unloaded->Constructed->Pre-initialized->Errored mcheli{1.0.4} [MC Helicopter] (mcheli) Unloaded->Constructed->Pre-initialized->Initialized Profiler Position: N/A (disabled) Player Count: 0 / 200; [] Is Modded: Definitely; Server brand changed to 'cauldron,craftbukkit,mcpc,fml,forge' Type: Dedicated Server (map_server.txt)