SoM's GunBonsai Addons and Patches (Updated: July 3, 2025)

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Exibius
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Re: SoM's GunBonsai Addons and Patches

Post by Exibius »

No worries man, take your time.
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stainedofmind
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

Updated "Upgrade: Rapid Swing", "Patch: LegenDoom Rapid Fire Fix", and "Patch: DRLA Rapid Fire Fix" to patch a bug causing VM aborts on death! It surprisingly wasn't the cause I thought it was, but still an easy fix.

Edit: Also updated "Patch: Always Weapon Damage" to Version 1.2, correcting an error in the "Percentage Chance" calculation.

Edit 2: Math is hard. Reuploaded "Patch: Always Weapon Damage" because I forgot how to "greater-than or less-than" and got them backwards.
Exibius
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Re: SoM's GunBonsai Addons and Patches

Post by Exibius »

stainedofmind wrote: Mon Apr 22, 2024 8:38 am Updated "Upgrade: Rapid Swing", "Patch: LegenDoom Rapid Fire Fix", and "Patch: DRLA Rapid Fire Fix" to patch a bug causing VM aborts on death! It surprisingly wasn't the cause I thought it was, but still an easy fix.
Appreciated. If I ever find anything else out of the ordinary, I'll be sure to let you know.
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stainedofmind
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

Added "Patch: Reject Level-Up Settings", which lets you configure the amount of Player and Weapon XP lost when you reject a level up!
Exibius wrote: Mon Apr 22, 2024 2:54 pm Appreciated. If I ever find anything else out of the ordinary, I'll be sure to let you know.
You're welcome!
mpcomp
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Re: SoM's GunBonsai Addons and Patches

Post by mpcomp »

Greetings stainedofmind

First things first. Kudos for sharing your ideas/content in regards to gun bonsai with the public at large. Always gives the feeling of receiving birthday present way before the actual date to me at least.

I have an idea for Gun-Bonsai player functionality or rather I have a request for a concept that has been executed in a mod whose name i forgot from days way back which i believe would be QoL improvement for Doom user maps play-throughs using gun-bonsai and I was hoping you might be able to provide this as addon to the gun-bonsai mod.

Basically its a player's quick escape teleporter, that is accessible via a bindable hotkey, where after gaining the player's ability, from player level menu, the player will be able to teleport to map's starting point, where the map begins, using a bindable hotkey coded into gunbonsai control key section.

You can code it at level 1 like 'juggler' with a static Estimated Time to Teleport timer of say 30 seconds after which the player will be teleported to map's starting point

OR

You can code it with amount of levels like "Indestructable" levels where initially the timer values is say 30 seconds and with each increase in level there is a 10 second decrease in timer allowing player to teleport quicker to map's starting point say with level 1 being 30 seconds and level 3 being 10 seconds.

This in-game functionality would beat single player immersion breaking for using noclip to escape toxic pits intended to kill the player. Of course maps that have trigger line events that lock out maps region will still need to be clipped through but most user maps are not that immersion breaking.

EDIT: just remembered the 30 second teleport to map starting point was a bindable hotkey feature of Guncaster mod.

Thank you for reading my post and keep up the good work.

Peace out

mpcomp
Exibius
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Re: SoM's GunBonsai Addons and Patches

Post by Exibius »

mpcomp wrote: Sat Apr 27, 2024 2:04 am Basically its a player's quick escape teleporter, that is accessible via a bindable hotkey, where after gaining the player's ability, from player level menu, the player will be able to teleport to map's starting point, where the map begins, using a bindable hotkey coded into gunbonsai control key section.
This sounds exactly like the Phase Device mechanic from DRLA. Just thought it was funny to mention.
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stainedofmind
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

mpcomp wrote: Sat Apr 27, 2024 2:04 am Greetings stainedofmind

First things first. Kudos for sharing your ideas/content in regards to gun bonsai with the public at large. Always gives the feeling of receiving birthday present way before the actual date to me at least.

I have an idea for Gun-Bonsai player functionality or rather I have a request for a concept that has been executed in a mod whose name i forgot from days way back which i believe would be QoL improvement for Doom user maps play-throughs using gun-bonsai and I was hoping you might be able to provide this as addon to the gun-bonsai mod.

Basically its a player's quick escape teleporter, that is accessible via a bindable hotkey, where after gaining the player's ability, from player level menu, the player will be able to teleport to map's starting point, where the map begins, using a bindable hotkey coded into gunbonsai control key section.

You can code it at level 1 like 'juggler' with a static Estimated Time to Teleport timer of say 30 seconds after which the player will be teleported to map's starting point

OR

You can code it with amount of levels like "Indestructable" levels where initially the timer values is say 30 seconds and with each increase in level there is a 10 second decrease in timer allowing player to teleport quicker to map's starting point say with level 1 being 30 seconds and level 3 being 10 seconds.

This in-game functionality would beat single player immersion breaking for using noclip to escape toxic pits intended to kill the player. Of course maps that have trigger line events that lock out maps region will still need to be clipped through but most user maps are not that immersion breaking.

EDIT: just remembered the 30 second teleport to map starting point was a bindable hotkey feature of Guncaster mod.

Thank you for reading my post and keep up the good work.

Peace out

mpcomp
Sorry for the delayed reply! This is something I could do, even though it wouldn't be an upgrade I'd ever use, since I have the same functionality (minus the delay) built into my Utility Menu mod. I can't promise any kind of timeline on getting it done, but I'll add it to my list of ideas/todos for GB. Mainly, I haven't delved very deep into a satisfactory method of tying an upgrade into a hotkey, but this is something I've been mulling over for unrelated reasons, and something I'd really like to figure out.
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DoomThing445
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Re: SoM's GunBonsai Addons and Patches

Post by DoomThing445 »

Hey! I've come back with another idea-
Maybe a patch that makes only elemental upgrades available?
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stainedofmind
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

Added a new Mini-Addon, "Elemental Upgrades Only"!
DoomThing445 wrote: Sun May 05, 2024 6:20 pm Hey! I've come back with another idea-
Maybe a patch that makes only elemental upgrades available?
Done! Limited testing shows no issues with it.
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DoomThing445
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Re: SoM's GunBonsai Addons and Patches

Post by DoomThing445 »

I have another idea, maybe the ability to change values in alot of player/weapon upgrades? The values changed would only affect them per-level, for personal balancing purposes, of course- like if you want just a little bit of extra damage per level for your weapon, or need to balance things out so player level upgrades are more effective than weapon upgrades-
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stainedofmind
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Re: SoM's GunBonsai Addons and Patches

Post by stainedofmind »

Added "Patch: Ammo Leech Compatibility Fix", which modifies how Ammo Leech detects valid ammo types. This should solve a bunch of compatibility problems, ie: Project Brutality, but isn't without it's own issues. See details in OP for more info. Note that this is also a generalized replacement for the Ammo Leech Project Brutality Addon, so...

Removed "Addon: Ammo Leech for Project Brutality", as stated above, it is outdated.
DoomThing445 wrote: Mon May 06, 2024 9:37 am I have another idea, maybe the ability to change values in alot of player/weapon upgrades? The values changed would only affect them per-level, for personal balancing purposes, of course- like if you want just a little bit of extra damage per level for your weapon, or need to balance things out so player level upgrades are more effective than weapon upgrades-
One of my big projects I have on my todo list is what I'm tentatively calling "GunBonsai Configurator", which would involve replacing as much of the hardcoded values in the upgrades with CVars and giving the player a menu to tweak them all. As this would be a fairly massive undertaking, it's rather low on my list at the moment.
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Zonky
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Re: SoM's GunBonsai Addons and Patches

Post by Zonky »

stainedofmind wrote: Mon May 06, 2024 9:50 am Added "Patch: Ammo Leech Compatibility Fix", which modifies how Ammo Leech detects valid ammo types. This should solve a bunch of compatibility problems, ie: Project Brutality, but isn't without it's own issues. See details in OP for more info. Note that this is also a generalized replacement for the Ammo Leech Project Brutality Addon, so...

Removed "Addon: Ammo Leech for Project Brutality", as stated above, it is outdated.
DoomThing445 wrote: Mon May 06, 2024 9:37 am I have another idea, maybe the ability to change values in alot of player/weapon upgrades? The values changed would only affect them per-level, for personal balancing purposes, of course- like if you want just a little bit of extra damage per level for your weapon, or need to balance things out so player level upgrades are more effective than weapon upgrades-
One of my big projects I have on my todo list is what I'm tentatively calling "GunBonsai Configurator", which would involve replacing as much of the hardcoded values in the upgrades with CVars and giving the player a menu to tweak them all. As this would be a fairly massive undertaking, it's rather low on my list at the moment.
that would honestly be awesome, being able to set like max levels and reduce how OP some of the upgrades are would be a very welcome addon to this mod.
Take your sweet time!
mpcomp
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Re: SoM's GunBonsai Addons and Patches (May 6, 2024)

Post by mpcomp »

Greetings stainedofmind

Thank you for your reply to my earlier post.

I came across another set of suggestions after a rather annoying experience. I hope you will be able to provide some solution to my problems....in the near future.

problem 1: intuition level 2 is NOT the same as cheat: iddt - level 2 --- Was playing A.L.T megawad and last map 30 underground labyrinth only showed on maps when discovered in game.

solution : make intuition level 3 which acts as iddt level 2 with all map shown with all def lines and all hidden areas shown aka complete cheat mode.

problem 2: This is not gun bonsai problem but it relates to indestructible mod. the indestructible mod invincibility is simple invunerability powerup. I was playing DN3DOOM with
Judgement megawad and i got a permanent Armageddon corruption card..once its requirement was met i initially expected indestructible invincibility to kick in and save me but i
realised rather annoyingly that i was not immune to nuke range or damage even after indestructible activated.

solution: Add in indestructible options an option for the type of invincibility activated by the addon i.e. Doom Normal GodMode god cheat aka invulnerable powerup OR Doom Ultimate Degreeless GodMode god2 cheat etc.
That would be helpful in my opinion.

Thank you again for reading and replying to my comments stainedofmind. Keep up the good work.

Regards
mpcomp
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Re: SoM's GunBonsai Addons and Patches (May 6, 2024)

Post by Carrotear »

I have a few ideas for some upgrades, though I don't know if they are entirely possible to do.

One being a Multi-Shot upgrade like from Warframe, Where depending on the level of the upgrade it either has a chance to fire 1 to 3 or 4 extra bullets and projectiles without spending extra ammo.
Health or Armor regeneration upgrade for the player. Each level would increase the rate of the regen.
Critical Hits, The level increases how likely you are to crit. (And this extra part is just me from playing a lot of Warframe) If the crit chance goes over 100% then you have a chance to double crit.
And Ammo Effiecieny and where shots have a chance to not consume ammo.
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stainedofmind
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Re: SoM's GunBonsai Addons and Patches (May 6, 2024)

Post by stainedofmind »

Been a bit quiet lately due to personal issues, then getting sucked down a rabbit hole of trying to port a gameplay mod to Zandronum multiplayer, and failing miserably. Apologies for the silent treatment!
mpcomp wrote: Mon May 20, 2024 12:55 pm problem 1: intuition level 2 is NOT the same as cheat: iddt - level 2 --- Was playing A.L.T megawad and last map 30 underground labyrinth only showed on maps when discovered in game.

solution : make intuition level 3 which acts as iddt level 2 with all map shown with all def lines and all hidden areas shown aka complete cheat mode.
I don't ever personally use intuition, cause part of my Utility Mod has an IDDT cheat level toggle, but I don't see this being a difficult addition to do.
mpcomp wrote: Mon May 20, 2024 12:55 pm problem 2: This is not gun bonsai problem but it relates to indestructible mod. the indestructible mod invincibility is simple invunerability powerup. I was playing DN3DOOM with
Judgement megawad and i got a permanent Armageddon corruption card..once its requirement was met i initially expected indestructible invincibility to kick in and save me but i
realised rather annoyingly that i was not immune to nuke range or damage even after indestructible activated.

solution: Add in indestructible options an option for the type of invincibility activated by the addon i.e. Doom Normal GodMode god cheat aka invulnerable powerup OR Doom Ultimate Degreeless GodMode god2 cheat etc.
That would be helpful in my opinion.
Also doesn't SEEM like it should be too difficult to do. I haven't really taken a good look at Indestructable's code too much, only so far as to code a HUD addon for it.
Carrotear wrote: Mon May 20, 2024 1:01 pm I have a few ideas for some upgrades, though I don't know if they are entirely possible to do.

(1) One being a Multi-Shot upgrade like from Warframe, Where depending on the level of the upgrade it either has a chance to fire 1 to 3 or 4 extra bullets and projectiles without spending extra ammo.
(2) Health or Armor regeneration upgrade for the player. Each level would increase the rate of the regen.
(3) Critical Hits, The level increases how likely you are to crit. (And this extra part is just me from playing a lot of Warframe) If the crit chance goes over 100% then you have a chance to double crit.
(4) And Ammo Effiecieny and where shots have a chance to not consume ammo.
Added numbers to the suggestions for ease of reply:

1: Not possible unfortunately. There's not a good way to universally detect when a weapon is "fired", or for that matter, how it fires. This is why GunBonsai has to do a lot of guessing as to what kind of projectiles each weapon fires.
2: Easy enough. I'm pretty sure ToxicFrog said that the Health/Armor Leech upgrades were GunBonsai's "official" version of this, but I like passive regeneration myself.
3: Also should be easy enough. I don't know if I would have it where you could go over 100%, as we already have multiple types of damage boosting upgrades, and over 100% would just be yet another level of boosting on top of that.
4: Pretty sure this had been suggested before, either here or in the GunBonsai topic, but it would fall victim to the same pitfalls of things like Ammo Leech and Ammo Reserves, in that it's difficult to dynamically determine valid ammo types. That said, I am mostly satisfied with the current detection system of Ammo Reserves (and my Ammo Leech patch), while not perfect, it's pretty good. An Ammo Efficiency upgrade would work not by preventing ammo from being consumed, but rather refunding the ammo afterwards, as much like suggestion 1, it's impossible to dynamically determine WHEN ammo is consumed.

I'll add all valid suggestions to my list of ideas, but I can't say when they'll be done!

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