More actions
Base.PipeBombTriggered
Base.PipeBombSensorV1
Base.PipeBombSensorV2
Base.PipeBombSensorV3
Base.PipeBombRemote
A pipe bomb, a thrown improvised explosive device, created only by the engineer will cause devastating explosions with common items found in residential, commercial, or industrial areas.
Usage
Pipe bombs can be thrown by holding RMB to aim and pressing LMB to release, where it will be thrown at the location of the mouse cursor. Upon landing, the pipe bomb will explode covering a radius of 7 tiles, while also starting a few fires. The fires themselves will last for about 10 in-game minutes, not taking into account any other objects or zombies caught in the flames. Damages to zombies will be minor, but the exact opposite for players; injuries to players can range from scratches, lacerations, deep wounds, and burns from shrapnel. These will more often than not cause massive bleeding, mind-shattering pain, and death.
Upgrades
The pipe bomb has various upgrades allowing it to be triggered in several ways, rather than the basic throw and explode.
Sensor upgrade
The pipe bomb with sensor has a motion sensor attached. It can be placed by moving to the desired location, then press RMB on the item in the player's inventory and selecting "Place Pipe Bomb with Sensor" (this is different to "Place Item", which just places the item without arming it). Once placed, it will slowly beep 4 times before beeping rapidly and stopping. Once the beeping stops, the pipe bomb is armed, and will explode if movement is detected within a certain distance from the pipe bomb (without any warning). It's important to note that the character that armed the explosive can also trigger it.
There are 3 versions of the sensor upgrade, each with a different range before triggering.
Version | Sensor range |
---|---|
V1 | 3 tiles |
V2 | 4 tiles |
V3 | 5 tiles |
Timer upgrade
The pipe bomb with timer has a crafted timer attached. Before placing, the timer can be set by pressing RMB on the item in the player's inventory and selecting "Set time before explosion". The time set is in real world seconds. The method of placing is identical to the sensor upgrade: move to location, RMB on item, and select "Place Pipe Bomb with Timer". It will begin to beep slowly, once for every second, and on the last second it will beep rapidly before exploding.
Remote upgrade
The remote pipe bomb has a crafted trigger attached, allowing it to be detonated remotely. To trigger, a remote controller must first be crafted. Then the remote controller and remote pipe bomb will need to be linked by having both items in the player's inventory and pressing RMB on either the remote or the pipe bomb and selecting "Link to ...". "(Linked)" will then appear next to the two items. If the wrong items have been linked, it can be reset by pressing RMB and selecting "Reset Remote Frequency" (both items must be reset in order to be linked to a new item). Once linked, the pipe bomb can then be placed: move to location, RMB on item, and select "Place Remote Pipe Bomb". Unlike the other upgrades, there will be no beeps, although it is armed. It is triggered by pressing RMB on the linked remote controller and selecting "Trigger".
There are 3 versions of the remote controller, each with a different range that they can be used to trigger the pipe bomb.
Version | remote range |
---|---|
V1 | 7 tiles |
V2 | 11 tiles |
V3 | 15 tiles |
Crafting
The pipe bomb can only be crafted by characters with the Engineer occupation.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Pipe Bomb |
Metal Pipe ×1 Scrap Electronics ×3 Gunpowder ×20 unit(s) Twine ×1 unit(s) |
Saw (tag) |
Engineer |
none | none |
Upgrades
The pipe bomb can be upgraded by attaching a crafted timer, motion sensor, or crafted trigger, each with their own method of triggering and linked to the pipe bomb.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Pipe Bomb with Timer |
Pipe Bomb ×1 Crafted Timer ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 2 (and) Electronics Magazine Vol. 3 |
none | none |
Pipe Bomb with Sensor (V1) |
Pipe Bomb ×1 Motion Sensor ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 2 (and) Electronics Magazine Vol. 3 |
none | none |
Pipe Bomb with Sensor (V2) |
Pipe Bomb ×1 Motion Sensor ×1 Scrap Electronics ×3 Duct Tape ×1 unit(s) |
none | Electrical 4 (and) Electronics Magazine Vol. 3 |
none | none |
Pipe Bomb with Sensor (V3) |
Pipe Bomb ×1 Motion Sensor ×1 Scrap Electronics ×4 Duct Tape ×1 unit(s) |
none | Electrical 6 (and) Electronics Magazine Vol. 3 |
none | none |
Remote Pipe Bomb |
Pipe Bomb ×1 Crafted Trigger ×1 Scrap Electronics ×2 Duct Tape ×1 unit(s) |
none | Electrical 6 (and) Electronics Magazine Vol. 4 |
none | none |
Item IDs
Location
The loot distributions can be found in the table(s) below.
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
SafehouseLoot | crate | 15.52% |
SafehouseLoot | metal_shelves | 15.52% |
Amount | Skill level | Biome: chance | Weather modifiers | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | 0 | DeepForest: 1 Farm: 1 FarmLand: 1 Forest: 1 Nav: 1 TownZone: 1 TrailerPark: 1 Vegitation: 1 |
- | - | - | - | - | - | - |
History
Base.PipeBomb
Version | Description |
---|---|
38.30 | Released on or before this version. |
Help PZwiki by adding to this history.
Code
Pipe Bomb (Base.PipeBomb)
Source: ProjectZomboid\media\scripts\newitems.txt
item PipeBomb
{
DisplayCategory = Explosives,
MaxRange = 10,
Type = Weapon,
MinimumSwingTime = 1.5,
SwingAnim = Throw,
WeaponSprite = Molotov,
UseSelf = TRUE,
DisplayName = Pipe Bomb,
SwingTime = 1.5,
SwingAmountBeforeImpact = 0.1,
PhysicsObject = PipeBomb,
MinDamage = 0,
Weight = 1.5,
MaxDamage = 0,
MaxHitCount = 0,
Icon = PipeBomb,
ExplosionPower = 90,
ExplosionRange = 7,
ExplosionSound = PipeBombExplode,
SwingSound = PipeBombThrow,
PlacedSprite = constructedobjects_01_32,
Tooltip = Tooltip_Trap,
WorldStaticModel = PipeBomb,
}
Pipe Bomb with Timer (Base.PipeBombTriggered)
Source: ProjectZomboid\media\scripts\newitems.txt
item PipeBombTriggered
{
DisplayCategory = Explosives,
MaxRange = 10,
Type = Weapon,
MinimumSwingTime = 1.5,
SwingAnim = Throw,
WeaponSprite = Molotov,
UseSelf = TRUE,
DisplayName = Pipe Bomb with Timer,
SwingTime = 1.5,
SwingAmountBeforeImpact = 0.1,
PhysicsObject = PipeBomb,
MinDamage = 0,
Weight = 1.5,
MaxDamage = 0,
MaxHitCount = 0,
Icon = PipeBombTimer,
ExplosionPower = 90,
ExplosionRange = 7,
ExplosionTimer = 10,
CanBePlaced = TRUE,
ExplosionSound = PipeBombExplode,
SwingSound = PipeBombThrow,
PlacedSprite = constructedobjects_01_32,
WorldStaticModel = PipeBombSensor,
}
Pipe Bomb with Sensor (Base.PipeBombSensorV1)
Source: ProjectZomboid\media\scripts\newitems.txt
item PipeBombSensorV1
{
DisplayCategory = Explosives,
MaxRange = 10,
Type = Weapon,
MinimumSwingTime = 1.5,
SwingAnim = Throw,
WeaponSprite = Molotov,
UseSelf = TRUE,
DisplayName = Pipe Bomb with Sensor,
SwingTime = 1.5,
SwingAmountBeforeImpact = 0.1,
PhysicsObject = PipeBomb,
MinDamage = 0,
Weight = 1.5,
MaxDamage = 0,
MaxHitCount = 0,
Icon = PipeBombTimer,
ExplosionPower = 90,
ExplosionRange = 7,
ExplosionTimer = 5,
SensorRange = 3,
CanBePlaced = TRUE,
ExplosionSound = PipeBombExplode,
SwingSound = PipeBombThrow,
PlacedSprite = constructedobjects_01_32,
WorldStaticModel = PipeBombSensor,
}
Pipe Bomb with Sensor (Base.PipeBombSensorV2)
Source: ProjectZomboid\media\scripts\newitems.txt
item PipeBombSensorV2
{
DisplayCategory = Explosives,
MaxRange = 10,
Type = Weapon,
MinimumSwingTime = 1.5,
SwingAnim = Throw,
WeaponSprite = Molotov,
UseSelf = TRUE,
DisplayName = Pipe Bomb with Sensor,
SwingTime = 1.5,
SwingAmountBeforeImpact = 0.1,
PhysicsObject = PipeBomb,
MinDamage = 0,
Weight = 1.5,
MaxDamage = 0,
MaxHitCount = 0,
Icon = PipeBombTimer,
ExplosionPower = 90,
ExplosionRange = 7,
ExplosionTimer = 5,
SensorRange = 4,
CanBePlaced = TRUE,
ExplosionSound = PipeBombExplode,
SwingSound = PipeBombThrow,
PlacedSprite = constructedobjects_01_32,
WorldStaticModel = PipeBombSensor,
}
Pipe Bomb with Sensor (Base.PipeBombSensorV3)
Source: ProjectZomboid\media\scripts\newitems.txt
item PipeBombSensorV3
{
DisplayCategory = Explosives,
MaxRange = 10,
Type = Weapon,
MinimumSwingTime = 1.5,
SwingAnim = Throw,
WeaponSprite = Molotov,
UseSelf = TRUE,
DisplayName = Pipe Bomb with Sensor,
SwingTime = 1.5,
SwingAmountBeforeImpact = 0.1,
PhysicsObject = PipeBomb,
MinDamage = 0,
Weight = 1.5,
MaxDamage = 0,
MaxHitCount = 0,
Icon = PipeBombTimer,
ExplosionPower = 90,
ExplosionRange = 7,
ExplosionTimer = 5,
SensorRange = 6,
CanBePlaced = TRUE,
ExplosionSound = PipeBombExplode,
SwingSound = PipeBombThrow,
PlacedSprite = constructedobjects_01_32,
WorldStaticModel = PipeBombSensor,
}
Remote Pipe Bomb (Base.PipeBombRemote)
Source: ProjectZomboid\media\scripts\newitems.txt
item PipeBombRemote
{
DisplayCategory = Explosives,
MaxRange = 10,
Type = Weapon,
MinimumSwingTime = 1.5,
SwingAnim = Throw,
WeaponSprite = Molotov,
UseSelf = TRUE,
DisplayName = Remote Pipe Bomb,
SwingTime = 1.5,
SwingAmountBeforeImpact = 0.1,
PhysicsObject = PipeBomb,
MinDamage = 0,
Weight = 1.5,
MaxDamage = 0,
MaxHitCount = 0,
Icon = PipeBombTimer,
ExplosionPower = 90,
ExplosionRange = 7,
CanBePlaced = TRUE,
CanBeRemote = TRUE,
ExplosionSound = PipeBombExplode,
SwingSound = PipeBombThrow,
PlacedSprite = constructedobjects_01_32,
WorldStaticModel = PipeBombSensor,
}