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[00:00:10]: Checking Tags
[00:00:10]: Populating voronoi...
[00:00:11]: Warning! Could not find a spot for Maxwell5 in node Forest hunters:4:Clearing
[00:00:11]: [ReplaceSingleNonLandTiles] Validating...
[00:00:11]: [ReplaceSingleNonLandTiles] Replaced 5 tiles.
[00:00:11]: Not checking for disconnected tiles.
[00:00:11]: [Ocean] Placing ocean set pieces.
[00:00:11]: [Ocean] Placed 8 of 8 ocean set pieces.
[00:00:11]: [Ocean] Convert impassible to water...
[00:00:11]: [Ocean] Square fill...
[00:00:14]: [Ocean] Ground fill...
[00:00:14]: [Ocean] Noise...
[00:00:15]: [Ocean] Blend...
[00:00:15]: [Ocean] Adding shoreline...
[00:00:16]: [Ocean] Void Outline...
[00:00:16]: [Ocean] Populating the ocean with lots of fun things to do...
[00:00:16]: [Ocean] Placing ocean set pieces.
[00:00:16]: [Ocean] Placed 9 of 9 ocean set pieces.
[00:00:16]: Checking Required Prefab moon_altar_rock_idol has at least 1 instances (1 found).
[00:00:16]: Checking Required Prefab pigking has at least 1 instances (1 found).
[00:00:16]: Checking Required Prefab multiplayer_portal has at least 1 instances (1 found).
[00:00:16]: Checking Required Prefab moon_altar_rock_seed has at least 1 instances (1 found).
[00:00:16]: Checking Required Prefab moon_altar_rock_glass has at least 1 instances (1 found).
[00:00:16]: Checking Required Prefab moon_fissure has at least 1 instances (71 found).
[00:00:16]: [ReplaceSingleNonLandTiles] Validating...
[00:00:16]: [ReplaceSingleNonLandTiles] Replaced 0 tiles.
[00:00:16]: Done forest map gen!
[00:00:16]: Checking map...
[00:00:16]: Generation complete
[00:00:16]: WorldSim::SimThread::Main() complete
[00:00:16]: Serializing world: session/439F0E24D066FC5F/0000000002
[00:00:17]: Klump load on boot started.
[00:00:17]: Klump files loaded: 0
[00:00:17]: Unload FE
[00:00:17]: Unload FE done
[00:00:24]: Gameserver logged on to Steam, assigned identity steamid:90131263125551113
[00:00:26]: [Shard] Slave Caves(578465918) connected: [LAN] 127.0.0.1
[00:00:27]: [Shard] Slave Caves(578465918) ready!
[00:00:27]: World 578465918 is now connected
[00:00:27]: Validating portal[3] <-> 578465918[3] (disabled)
[00:00:27]: Validating portal[4] <-> 578465918[4] (disabled)
[00:00:27]: Validating portal[5] <-> 578465918[5] (disabled)
[00:00:27]: Validating portal[6] <-> 578465918[6] (disabled)
[00:00:27]: Validating portal[7] <-> 578465918[7] (disabled)
[00:00:27]: Validating portal[10] <-> 578465918[10] (disabled)
[00:00:27]: Validating portal[1] <-> 578465918[1] (disabled)
[00:00:27]: Validating portal[8] <-> 578465918[8] (disabled)
[00:00:27]: Validating portal[9] <-> 578465918[9] (disabled)
[00:00:27]: Validating portal[2] <-> 578465918[2] (disabled)
[00:00:29]: New incoming connection 127.0.0.1|25130 <5730339255706784152>
[00:00:29]: Client connected from [LAN] 127.0.0.1|25130 <5730339255706784152>
[00:00:29]: ValidateGameSessionToken pgs-usc^KU_HIpDteCH^DontStarveTogether^ZmmwL1MD32mVtqwKj+lPcsf+toQOXfi/c84+Z74zIK4= for <5730339255706784152>
[00:00:29]: Client authenticated: (KU_HIpDteCH) MarucmpMaruu
[00:00:29]: [Steam] Authenticated host '76561198061964504'
[00:00:32]: There is no active event to validate against.
[00:00:32]: [Shard] Read save location file for (KU_HIpDteCH)
[00:00:34]: Registering master server in EU lobby
[00:00:46]: Resuming user: session/2C5C5930CDE7F134/A7I55J6TT0OH/0000000005
[00:00:46]: Could not find anim build FROMNUM
[00:00:46]: Could not find anim build FROMNUM
[00:00:46]: Could not find anim build FROMNUM
[00:00:46]: Spawning player at: [Load] (-216.45, 0.00, -112.34)
[00:00:46]: Sim unpaused
[00:00:46]: Registering master server in EU lobby
[00:01:13]: [(KU_HIpDteCH) MarucmpMaruu] ReceiveRemoteExecute(local p = UserToPlayer('KU_HIpDteCH') local me = UserToPlayer("KU_HIpDteCH") local builder = p.components.builder if builder and me and me.components.talker then me.components.talker:Say(builder.freebuildmode and STRINGS.UI.MODSSCREEN.STATUS.DISABLED_MANUAL or STRINGS.UI.MODSSCREEN.STATUS.WORKING_NORMALLY) builder:GiveAllRecipes() end) @(-210.48, -105.93)
[00:01:28]: [(KU_HIpDteCH) MarucmpMaruu] ReceiveRemoteExecute(local player = UserToPlayer('KU_HIpDteCH') if player ~= nil and player.Transform then local x,y,z = player.Transform:GetWorldPosition() for i = 1, 1 or 1 do local inst = SpawnPrefab('spidereggsack') if inst ~= nil and inst.components then if inst.components.inventoryitem ~= nil then if player.components and player.components.inventory then player.components.inventory:GiveItem(inst) end else inst.Transform:SetPosition(x,y,z) end end end end) @(-213.39, -106.90)
[00:02:06]: Serializing user: session/2C5C5930CDE7F134/A7I55J6TT0OH/0000000006
[00:02:07]: Serializing world: session/2C5C5930CDE7F134/0000000006
[00:02:11]: Registering master server in EU lobby
[00:04:20]: [Steam] SendUserDisconnect for '76561198061964504'
[00:04:20]: [Shard] (KU_HIpDteCH) disconnected from [SHDMASTER](1)
[00:04:20]: [IPC] Received shutdown signal.
[00:04:20]: Serializing user: session/2C5C5930CDE7F134/A7I55J6TT0OH/0000000007
[00:04:21]: Serializing world: session/2C5C5930CDE7F134/0000000007
[00:04:21]: Removing server from EU lobby
[00:04:21]: [Shard] Stopping shard mode
[00:04:21]: Collecting garbage...
[00:04:21]: lua_gc took 0.21 seconds
[00:04:21]: ~ShardLuaProxy()
[00:04:21]: ~cEventLeaderboardProxy()
[00:04:21]: ~ItemServerLuaProxy()
[00:04:21]: ~InventoryLuaProxy()
[00:04:21]: ~NetworkLuaProxy()
[00:04:21]: ~SimLuaProxy()
[00:04:21]: Cancelling LuaQueryCallback handle [5]
[00:04:22]: lua_close took 0.34 seconds
[00:04:22]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.
[00:04:22]: CurlRequestManager::ClientThread::Main() complete
[00:04:22]: HttpClient2 discarded 0 callbacks.
[00:04:22]: Shutting down
Dear @MarucmpMaruu, I'm sorry for the late answer. The only temporary solution to this problem is when you attack the target (beehives, wolf caves, spider nests), once you have attacked you must kill the target, ie if you are attacking then let your character attack your target and your pet too (don't run away because the pet is receiving orders); Or you can attack the nest with a single blow when the pet receives the command to let it execute, then you can leave with the pet. The summary is that once the attack has to kill the nest, or you have to attack decisively and if the pet receives the command it must execute that command it will not be buggy. Or when you leave the screen at the hive, the pet will immediately approach you. Best regards.