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Bunnymen housing - needs a cost change? Raising the question as to why rarely anyone would want them.


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They are quite powerful fighters in right hands, but they are not as encouraging to build unless destroying their houses first to move them elsewhere. It's a time consuming and costly endeavor, only way best to do is with green amulets.

They do great DPS and has health regen, but often can be easily killed if they come back with not enough health to last. For boss fighting would need a good chunk of them for killing bee queen without needing armor for them, it's clunky to have that many of them cause of housing space they require, their loyalty is as short as their attention span.

I used to love them for DPS until reworks came in and now they're kinda less appealing? It could be just me though, since I had them always in my mind to get soon if I want to kill anything now it's last thing I care about.

What about any of you? You think they're still good for what they are? Or could maybe cut off a puff or carrot cost just a tad bit to feel more appealing to use them more often anywhere?

Bunnymen are too good at passively generating income to be buffed in anyway imo. You can leave a spider nest near a village, night will come and the spiders come out. The bunnymen automatically attack them, do not eat the meat, and retreat to their house in the morning. They are also a permanent hound defend during dusk, if you set up a big pig village and then a big bunnymen village close, but far enough away they won't accidentally war with each other you can replace tooth traps permanently. Just build flingos and lightning rods and whenever you hear the barks, go to the respective active houses and let them kill the waves for you. This is what I did for the longest time in Singleplayer before I realized you could use tooth traps multiple times (I thought they were single use and then they were gone). 


Bunnymen are naturally hostile to a lot of farmable entities and that seems to be what they're intended to do, not fighting bosses; the fact that they still can be used for a lot of bosses just shows of versatile they are, I think the price of mass production on them is in an okay spot because otherwise they would be a low-cost auto farm that works by itself the moment you plant it down.

Since the loot change they have been very bad and only really used as a Bee Queen strategy.

It should cost less bunny puffs and carrots to make them at the very least since they aren't nearly as useful as they were before. (4 board 5 carrots 2 puffs).

@cropo On what kind of bosses are you using them? The only reasonable use is for bee queen, it is too expensive to build them for other bosses when there are better options.

31 minutes ago, 00petar00 said:

Since the loot change they have been very bad and only really used as a Bee Queen strategy.

It should cost less bunny puffs and carrots to make them at the very least since they aren't nearly as useful as they were before. (4 board 5 carrots 2 puffs).

@cropo On what kind of bosses are you using them? The only reasonable use is for bee queen, it is too expensive to build them for other bosses when there are better options.

Bunnyman can also be used to handle Crab King. You can also create a fully automatic device to defeat Dragonfly. Of course, be careful when handling spoils of war.
Bunnyman is the employee I use the most, and their combat power is very abundant. Although the spoils of defeating them have been greatly reduced, their combat effectiveness is still much stronger than that of Pig Man. The best thing is that they don't eat spoils of war, and they are very powerful helpers in fighting.

Bunnymen are the worst. This is why you don't nerf stuff in dst. Klei wanted to nerf bunnymen so that people would have a reason to use farms, but instead I simply don't use farms OR bunnymen. Thanks klei. 

I always thought the nerf to bunnymen was kinda dumb.  The nerf was to their drops b/c apparently they were "too good" at producing carrots and meat.  Okay, so what do they do?  They basically make them completely worthless for food in any way lol.  Why not just set their respawn to match Pigs at 4 days instead of 1? lol fr

Same with Goats.  Goat horn drop rate needs a buff.  They should double the drop rate to 50% and set respawn to 2 days instead of 1.  Same afk farm rate over time, but more reliable to get one when you visit for a night.

For using them as combat followers there are more than enough bunnymen hutches in the caves for 8-9 bunnymen.

Which in turn is more than enough bunnymen (if armoured) to get bee queen to stage 3 allowing you to start kiting her grumble rage screams and finish the fight easy enough solo. They also help alot with dragonfly and crab king. I feel like you really dont need anymore hutchs than 9 unless you want to create spider farms or what not.

Bunny puff drop rate is high enough that you will get enough puffs for the bed roll if you farm the 9 bunnymen, for when you are playing wormwood or like sleeping on the go to heal.

The worst thing about bunnymen is needing specifically carrots to recruit them for only half a day. A single carrot should recruit 2 bunnymen kinda like how wurt recruits more than one merm and up the recruitment time to 3/4 of a day per carrot.

3 hours ago, Gashzer said:

Bunny puff drop rate is high enough that you will get enough puffs for the bed roll if you farm the 9 bunnymen, for when you are playing wormwood or like sleeping on the go to heal.

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It is. I have no idea what they are talking about. Are they even playing the same game? This is from a farm with three Rabbit Hutches that is surrounded by Anenemies. It is a completely passive farm. A Lazy Forager can be used to gather the Bunny Puffs. Default settings, no mods. With the original loot table this would be broken, so no thanks (Bunny Puffs can be traded for two Gold Nuggets a piece, which is a rather good complement for farming gold already).

1 minute ago, Captain_Rage said:

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It is. I have no idea what they are talking about. Are they even playing the same game? This is from a farm with three Rabbit Hutches that is surrounded by Anenemies. It is a completely passive farm. A Lazy Forager can be used to gather the Bunny Puffs. Default settings, no mods. With the original loot table this would be broken, so no thanks (Bunny Puffs can be traded for two Gold Nuggets a piece, which is a rather good complement for farming gold already).

Can you put wobot there?

Just now, Captain_Rage said:

I haven't tried. Good idea.:D You can give a hat to W.O.B.O.T. though, haha. It looks nice with the new Top Hat skin, although eventually it will break.

masks from grass hounds do work well

On a second thought, W.O.B.O.T. feels rather inefficient for moving plenty of single objects / minimal stacks but I can still check it out. Assuming it works it would perhaps be possible to change the layout and keep a chest "around the corner" for easier access for the W.O.B.O.T. to deposit the loot.

In this world it should be possible to expand the farm to four Rabbit Hutches, since the number of Anenemies allow it. It has to be enough Anenemies to secure a kill each time the Bunnymen appear although I have not experimented with the ratios.

9 hours ago, landromat said:

Can you put wobot there?

Apparently it will chug away and start collecting Bunny Puffs without triggering the Anenemies. It has a problem going around corners and got stuck twice on a Rabbit Hutch, though. After walking off-screen and coming back it had deposited the Bunny Puffs and Meat into the Chest however, as if the wall wasn't there (it probably uses a simplified mechanic when unloaded, much like Bees Boxes and Bees).

Maybe it could even be used for automated Pig Skin farming if left unloaded? Assuming that it will snatch all the Pig Skin before they get eaten. More testing required. Its limited durability might make it less viable on a second thought, unless it can clip through walls when unloaded because then you could easily make a pen for the pigs.

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I don't think that Bunnymen are any bit bad, but I'm kinda raising a question mostly to why do people not use them anymore or much for fighting bosses or anything else? Or what would make them unappealing to others or myself to some regard. I see Wurts doing their thing just cause they can make merm housing, but bunnymen are also really powerful but people don't make any unless Wurts make their own armies.

Personal only issue for me is the short contract time they get. I think we should get some sort of crockpot food to hire them for longer as individuals, cause they do really good job when you want them. Having them built on one side of the world and you want them on another to do work? They don't last long enough unless you use telelocator on self, and they don't return to their home like merms do.

They are "expensive" to recruit basically, that's atleast why I dont use them. Like yes, "its just carrots", but that means either dedicating time to farm a lot of giant carrots exclusively for bunnymen (which I think is a lame veggie to farm) , or searching for wild carrots, but those take a lot of time to respawn and aren't as easy to stack that way.

I think its just way cheaper and faster to recruit pigs, even if they are worse for fighting. Basically because you can farm lots of meat anywhere, even with birds and moles.

The crafting cost of bunnyman houses its fine, you can always use construction amulet to cheapen the costs, and by the point you are planning on building a lot of those houses you most likely have a couple of those. If anything I would say that Klei needs to add a "QoL" where you can use any type of veggies to recruit bunnies, rather than just carrots

21 hours ago, Frosty_Mentos said:

I don't think that Bunnymen are any bit bad, but I'm kinda raising a question mostly to why do people not use them anymore or much for fighting bosses or anything else? Or what would make them unappealing to others or myself to some regard. I see Wurts doing their thing just cause they can make merm housing, but bunnymen are also really powerful but people don't make any unless Wurts make their own armies.

Personal only issue for me is the short contract time they get. I think we should get some sort of crockpot food to hire them for longer as individuals, cause they do really good job when you want them. Having them built on one side of the world and you want them on another to do work? They don't last long enough unless you use telelocator on self, and they don't return to their home like merms do.

It can only be said that the employment mechanism is not very commonly used in DST (except for some special roles). Recruiting too many allies will only make the servers of multiple people more sluggish. And single player players have more cost-effective ways to solve problems.
Bunnyman's combat power is indeed strong, but there are actually simpler ways to pass through bosses. In addition, their spoils have now been weakened. This leads to fewer people using them to build factories.

On 3/29/2024 at 6:28 AM, Frosty_Mentos said:

They are quite powerful fighters in right hands, but they are not as encouraging to build unless destroying their houses first to move them elsewhere. It's a time consuming and costly endeavor, only way best to do is with green amulets.

They do great DPS and has health regen, but often can be easily killed if they come back with not enough health to last. For boss fighting would need a good chunk of them for killing bee queen without needing armor for them, it's clunky to have that many of them cause of housing space they require, their loyalty is as short as their attention span.

I used to love them for DPS until reworks came in and now they're kinda less appealing? It could be just me though, since I had them always in my mind to get soon if I want to kill anything now it's last thing I care about.

What about any of you? You think they're still good for what they are? Or could maybe cut off a puff or carrot cost just a tad bit to feel more appealing to use them more often anywhere?

Build some of their houses, make the fence and place 3 plants to be possessed by Deadly Brightshade. I got so many resources that I had to destroy the plants.

On 3/31/2024 at 11:01 AM, Frosty_Mentos said:

I don't think that Bunnymen are any bit bad, but I'm kinda raising a question mostly to why do people not use them anymore or much for fighting bosses or anything else? Or what would make them unappealing to others or myself to some regard. I see Wurts doing their thing just cause they can make merm housing, but bunnymen are also really powerful but people don't make any unless Wurts make their own armies.

Personal only issue for me is the short contract time they get. I think we should get some sort of crockpot food to hire them for longer as individuals, cause they do really good job when you want them. Having them built on one side of the world and you want them on another to do work? They don't last long enough unless you use telelocator on self, and they don't return to their home like merms do.

Most people don't engage with followers at all, and the few that do want to engage with followers are likely picking Wurt because she has the best followers. The bunnymen are a good passive food source, a good anti-bat defense, and good at killing bosses.

I can't speak for other characters, but yeah since skill trees I need them less as Wormwood (a character that didn't have any combat buffs). Which isn't necessarily a bad thing. They are just a luxury now.

But costing less puffs would be nice even if just 1 less.

I don't use bunnymen because I simply think pigs are better after the nerf. Pig houses can easily be gathered first autumn, and if I'm only getting one drop per mob, I'd rather it be meat than a carrot. Pigs can also chop trees, which is useful before beager. I don't care that bunnies are better for combat because I don't use minions for combat anyway.

I think seaweed being added also made bunnymen way less useful, as seaweed is a much easier way to get vegetables/filler.

9 minutes ago, EATZYOWAFFLEZ said:

I don't use bunnymen because I simply think pigs are better after the nerf. Pig houses can easily be gathered first autumn, and if I'm only getting one drop per mob, I'd rather it be meat than a carrot. Pigs can also chop trees, which is useful before beager. I don't care that bunnies are better for combat because I don't use minions for combat anyway.

I think seaweed being added also made bunnymen way less useful, as seaweed is a much easier way to get vegetables/filler.

Pigs give 0.1875 meat per day, bunnymen give 0.375 meat per day (in addition to 0.375 carrots per day). Bunnymen offer more food than pigs unless you go 3+ days without harvesting, which can be done automatically every day with anenemys. The fast respawn is also very convenient for them basically always being available, even in multiplayer, where you might otherwise go up to 32 minutes without being able to restock.

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