SoM's GunBonsai Addons and Patches (June 22, 2025)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: SoM's GunBonsai Addons and Patches (March 6, 2025)
Hi this mods/patches are amazing - especially Ammo Reserves. It usually works great with any mod but somehow it doesn't work with project brutality at all. Hud for it doesn't show and ammo not going to reserves. Can it be fixed? Also almost all weapons in project brutality is projectile base yet option for bullet type like faster moving or piercing doesn't show...what's wrong with it?
- stainedofmind
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Re: SoM's GunBonsai Addons and Patches (March 6, 2025)
Project Brutality spawns ammo in a weird way that borks the valid ammo detector. I "solved" this same issue with Ammo Leech, and I thought I had added the fix to Ammo Reserves, but I guess I forgot. Either way, should be a simple fix. Next time I'm at my computer with some spare time, I'll correct this.mike3k wrote: ↑Mon Mar 31, 2025 10:10 am Hi this mods/patches are amazing - especially Ammo Reserves. It usually works great with any mod but somehow it doesn't work with project brutality at all. Hud for it doesn't show and ammo not going to reserves. Can it be fixed? Also almost all weapons in project brutality is projectile base yet option for bullet type like faster moving or piercing doesn't show...what's wrong with it?
- stainedofmind
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Re: SoM's GunBonsai Addons and Patches (March 6, 2025)
A hundred and forty years later, I'm back. So I looked into my code, I had already added the fix to Ammo Reserves, and after a quick test run with PB, it seemed to be working fine for me. Do you have any more info you could give me? Like, what other mods you had running, how new your PB download is (mines from last year), what settings you had, etc...
Also, missed this the first time through:
Sounds like more of a GunBonsai issue, but if I'd have to guess, I'd say it has to do with how GB determines what "kind" of weapon things are. You may be able to force it into the correct type via the BONSAIRC lump functionality, but offhand, I couldn't say for sure what the issue is.
Re: SoM's GunBonsai Addons and Patches (March 6, 2025)
Hi this mods/patches are amazing - especially Ammo Reserves. It usually works great with any mod but somehow it doesn't work with project brutality at all. Hud for it doesn't show and ammo not going to reserves. Can it be fixed?
A hundred and forty years later, I'm back. So I looked into my code, I had already added the fix to Ammo Reserves, and after a quick test run with PB, it seemed to be working fine for me. Do you have any more info you could give me? Like, what other mods you had running, how new your PB download is (mines from last year), what settings you had, etc...
It usually looks like this - change is when different map pack is loaded:
Code: Select all
gzdoom -file DKs_HD_TexturesLite42.pk3 D2_ProjectBrutality_021_alpha.pk3 GunBonsai106.pk3 GunBonsai_ammo_reserves_upgrade.pk3 GunBonsai_powerup_boost.pk3 GunBonsai106_rapid_swing.pk3 GunBonsai__hp_boost.pk3 GunBonsai_patch_ammo_leech_fix0106.pk3 Hitmarkersv10.pk3 DarkModeFilter.pk3 MoreLights25_zand.pk3 BulletTimeX.pk3 SimpleHudAddons.pk3
- stainedofmind
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Re: SoM's GunBonsai Addons and Patches (May 24, 2025)
Posted a new addon: "Respec"! This allows you to reset either your current weapon upgrades, or your player upgrades, and you'll be properly refunded XP so you can reselect new upgrades! Useful if you've made a mistake and you'd rather it not sit there taking up a level slot. Costs you nothing to do either, so you can go nuts.
Still need to look into this. Going to assume off the top of my head that PB2.1 does something different then PB3.X for ammo. Also, sorry for the dumb question, but you have selected Ammo Reserves as a Player Upgrade, correct?mike3k wrote: ↑Sat May 10, 2025 7:26 pm It usually looks like this - change is when different map pack is loaded:Code: Select all
gzdoom -file DKs_HD_TexturesLite42.pk3 D2_ProjectBrutality_021_alpha.pk3 GunBonsai106.pk3 GunBonsai_ammo_reserves_upgrade.pk3 GunBonsai_powerup_boost.pk3 GunBonsai106_rapid_swing.pk3 GunBonsai__hp_boost.pk3 GunBonsai_patch_ammo_leech_fix0106.pk3 Hitmarkersv10.pk3 DarkModeFilter.pk3 MoreLights25_zand.pk3 BulletTimeX.pk3 SimpleHudAddons.pk3
If you're able to post a copy of the error message, I might be able to look into this as well.
Re: SoM's GunBonsai Addons and Patches (May 24, 2025)
Obviouslystainedofmind wrote: ↑Sat May 24, 2025 3:50 pm Still need to look into this. Going to assume off the top of my head that PB2.1 does something different then PB3.X for ammo. Also, sorry for the dumb question, but you have selected Ammo Reserves as a Player Upgrade, correct?

Where can I find this? It's not in gzdoom folder...stainedofmind wrote: ↑Sat May 24, 2025 3:50 pm If you're able to post a copy of the error message, I might be able to look into this as well.
- Spaceman333
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Re: SoM's GunBonsai Addons and Patches (May 24, 2025)
I'm loving these addons, the flak shot was a necessary nerf otherwise I was able to delete entire rooms if not entire levels if the enemies were too packed together. I'm using the health boost too, +20 per level. Also using powerup boost and rapid swing addons too. I wanna try to Ammo Reserves too.
If I can suggest a new addon, then something that nerfs the melee weapon time freeze ability in the original GunBonsai mod. Even at lowest levels I can begin a chain of kills that keeps feeding itself, allowing me to keep renewing the time freeze over and over and freely killing enemies without them being able to retaliate at all. There's gotta be a nerf for that.
If I can suggest a new addon, then something that nerfs the melee weapon time freeze ability in the original GunBonsai mod. Even at lowest levels I can begin a chain of kills that keeps feeding itself, allowing me to keep renewing the time freeze over and over and freely killing enemies without them being able to retaliate at all. There's gotta be a nerf for that.
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Re: SoM's GunBonsai Addons and Patches (May 24, 2025)
I want an addon that can save my gun and player upgrade progress.
- Spaceman333
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Re: SoM's GunBonsai Addons and Patches (May 24, 2025)
What do you mean, like over the course of multiple different playthroughs, different map packs etc?TheCrusader69 wrote: ↑Thu May 29, 2025 4:49 am I want an addon that can save my gun and player upgrade progress.
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Re: SoM's GunBonsai Addons and Patches (May 24, 2025)
Spaceman333 wrote:
> [quote=TheCrusader69 post_id=1260566 time=1748515786 user_id=41296]
> I want an addon that can save my gun and player upgrade progress.
> [/quote]
>
> What do you mean, like over the course of multiple different playthroughs,
> different map packs etc?
Yes
> [quote=TheCrusader69 post_id=1260566 time=1748515786 user_id=41296]
> I want an addon that can save my gun and player upgrade progress.
> [/quote]
>
> What do you mean, like over the course of multiple different playthroughs,
> different map packs etc?
Yes
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Re: SoM's GunBonsai Addons and Patches (May 24, 2025)
Actually, if there is one thing I am unsure of that can be looked at by you or unless Toxi sees this, the Homing Shots upgrade does usually have a problem when aiming in relativity to actual submersible liquids.
At least the biggest problem I notice is when aiming under liquids where the projectiles seem to pitch higher or lower depending on the vertical aiming. It does not have to be a target for it to have that occur and the way to alleviate that is swimming to the surface and fire, turn off the upgrade in the liquid or try to aim below your intended position (which is not easy when you are on the move).
Edit: Actually, the upgrade can still be off, and it will still have the trajectory problem. But as I have a bit of thought put into it, it may also instead be because of the High Velocity upgrade as I try it in the game as of now.
At least the biggest problem I notice is when aiming under liquids where the projectiles seem to pitch higher or lower depending on the vertical aiming. It does not have to be a target for it to have that occur and the way to alleviate that is swimming to the surface and fire, turn off the upgrade in the liquid or try to aim below your intended position (which is not easy when you are on the move).
Edit: Actually, the upgrade can still be off, and it will still have the trajectory problem. But as I have a bit of thought put into it, it may also instead be because of the High Velocity upgrade as I try it in the game as of now.
- stainedofmind
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Re: SoM's GunBonsai Addons and Patches (May 24, 2025)
New Addon uploaded: "Progress Keeper"! This adds the ability to Save/Load GunBonsai builds between gameplay sessions! Please see the description for details. Screenshots coming soon. I'm a little strapped for time right now!
Had a second similar request, so here you are!TheCrusader69 wrote: ↑Thu May 29, 2025 3:38 pm Spaceman333 wrote:
>>TheCrusader69 wrote: ↑Thu May 29, 2025 4:49 am > I want an addon that can save my gun and player upgrade progress.
>
> What do you mean, like over the course of multiple different playthroughs,
> different map packs etc?
Yes
Pretty sure you're correct about High Velocity messing with Homing Shots, as I've noticed this in a recent playthrough myself. Not sure if I have the chops to fix this issue however.Starman the Blaziken wrote: ↑Tue Jun 03, 2025 12:55 pm Actually, if there is one thing I am unsure of that can be looked at by you or unless Toxi sees this, the Homing Shots upgrade does usually have a problem when aiming in relativity to actual submersible liquids.
At least the biggest problem I notice is when aiming under liquids where the projectiles seem to pitch higher or lower depending on the vertical aiming. It does not have to be a target for it to have that occur and the way to alleviate that is swimming to the surface and fire, turn off the upgrade in the liquid or try to aim below your intended position (which is not easy when you are on the move).
Edit: Actually, the upgrade can still be off, and it will still have the trajectory problem. But as I have a bit of thought put into it, it may also instead be because of the High Velocity upgrade as I try it in the game as of now.
I can try looking into this. No promises on a timeline however.Spaceman333 wrote: ↑Wed May 28, 2025 6:52 pm I'm loving these addons, the flak shot was a necessary nerf otherwise I was able to delete entire rooms if not entire levels if the enemies were too packed together. I'm using the health boost too, +20 per level. Also using powerup boost and rapid swing addons too. I wanna try to Ammo Reserves too.
If I can suggest a new addon, then something that nerfs the melee weapon time freeze ability in the original GunBonsai mod. Even at lowest levels I can begin a chain of kills that keeps feeding itself, allowing me to keep renewing the time freeze over and over and freely killing enemies without them being able to retaliate at all. There's gotta be a nerf for that.
A screenshot of the crash is usually the simplest method.
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Re: SoM's GunBonsai Addons and Patches (June 22, 2025)
Funny that I caught your reply at a time like this after I played with a hub-based map set just yesterday.
I was thinking to reply to the guy's comment about Swiftness being agreeably needing a sort of cap as the mapset I played with had kept the berserk when going through the hub. And on the last map I had to do, I had about over 30 seconds of time freeze and a nice bunch of levels thanks to it.
From what I was thinking rather quickly was a soft cap based upon the swiftness level that improves every level, but perhaps to a lightly better degree than the level effect reduction the perk itself gets?
I was thinking to reply to the guy's comment about Swiftness being agreeably needing a sort of cap as the mapset I played with had kept the berserk when going through the hub. And on the last map I had to do, I had about over 30 seconds of time freeze and a nice bunch of levels thanks to it.
From what I was thinking rather quickly was a soft cap based upon the swiftness level that improves every level, but perhaps to a lightly better degree than the level effect reduction the perk itself gets?
- stainedofmind
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Re: SoM's GunBonsai Addons and Patches (June 22, 2025)
You know, now that I think about it, I rarely pick Swiftness because it is way too overpowered. I like it in theory, but it's just too much. I'm really not sure what all can be done to fix it, but I'll certainly take a look once it hits the top of my todo list. Been a little bit scatter brained lately for keeping up on requests, and I've really only been tackling ones that I think are more interesting or I feel like I need myself, but I do want to eventually get caught up... That is if ToxicFrog doesn't get to things first of course.Starman the Blaziken wrote: ↑Sun Jun 22, 2025 7:23 pm Funny that I caught your reply at a time like this after I played with a hub-based map set just yesterday.
I was thinking to reply to the guy's comment about Swiftness being agreeably needing a sort of cap as the mapset I played with had kept the berserk when going through the hub. And on the last map I had to do, I had about over 30 seconds of time freeze and a nice bunch of levels thanks to it.
From what I was thinking rather quickly was a soft cap based upon the swiftness level that improves every level, but perhaps to a lightly better degree than the level effect reduction the perk itself gets?
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Re: SoM's GunBonsai Addons and Patches (June 22, 2025)
Just a idea maybe unless you set the options to allow all possible choices maybe have some of the more OP ones be offered more rarely? So for example I tend to set it to 1 but lately I've been setting it to offer 2 choices. So maybe when I have it like that I don't get Swiftness as often so it can't build to such a degree that just killing a imp in a later could freeze the level for long enough that I could freeze the stage by piggybacking kills even if my next kill is a heavy/boss?stainedofmind wrote: ↑Sun Jun 22, 2025 8:08 pmYou know, now that I think about it, I rarely pick Swiftness because it is way too overpowered. I like it in theory, but it's just too much. I'm really not sure what all can be done to fix it, but I'll certainly take a look once it hits the top of my todo list. Been a little bit scatter brained lately for keeping up on requests, and I've really only been tackling ones that I think are more interesting or I feel like I need myself, but I do want to eventually get caught up... That is if ToxicFrog doesn't get to things first of course.Starman the Blaziken wrote: ↑Sun Jun 22, 2025 7:23 pm Funny that I caught your reply at a time like this after I played with a hub-based map set just yesterday.
I was thinking to reply to the guy's comment about Swiftness being agreeably needing a sort of cap as the mapset I played with had kept the berserk when going through the hub. And on the last map I had to do, I had about over 30 seconds of time freeze and a nice bunch of levels thanks to it.
From what I was thinking rather quickly was a soft cap based upon the swiftness level that improves every level, but perhaps to a lightly better degree than the level effect reduction the perk itself gets?