XCOM 2
[WOTC] Pipe Bombs
41 Comments
witered feddy fazbender 13 Jul, 2023 @ 8:09pm 
I'm surprised people aren't talking about mailboxes.
Iridar  [author] 19 Dec, 2021 @ 9:05am 
@SgtoPereira>>>
Should be.
SgtoPereira>>> 19 Dec, 2021 @ 8:57am 
Hi. Compatible with LWOTC ? Thanks.
Arkhangel 11 Mar, 2021 @ 9:28pm 
@KT Clearly you don't know how Pipe Bombs actually work. also, Free Action = handheld detonator.
Iridar  [author] 22 Feb, 2021 @ 5:37am 
@N/A
Highlander has nothing to do with it.
N/A 22 Feb, 2021 @ 4:43am 
thanks. if the ability for all of them to be detonated at the same time ever becomes available it would greatly increase their usability but i assume that would require someone to add it to highlander.
Iridar  [author] 22 Feb, 2021 @ 4:39am 
@N/A
A limitation for now.
N/A 22 Feb, 2021 @ 4:23am 
just wanted to double check as i'm figuring out how to use this but a soldier can only detonate their own pipe bombs? i tried throwing two, from two different soldiers and they could each only detonate their own bomb. is this intended behaviour or a limitation of implementation?
KT Chong 20 May, 2020 @ 3:31am 
Also, after being thrown by a soldier, another soldier should be able to shoot at/detonate the pipe bomb as an aiming target, like how another soldier can shoot at/detonate the claymore that has been thrown by a Reaper. So that the mechanics of the pipe bomb remain consistent with what is already in the game, (i.e., the Reaper's claymore.)
KT Chong 20 May, 2020 @ 3:26am 
IMO detonating the pipe bomb should not be a free action. The Reaper uses one AP to throw a claymore, and then uses another AP to shoot at/detonate the claymore. The pipe bomb should work similarly.
Scroller 9 Apr, 2020 @ 7:31am 
@Iridar - Thanks for the information/confirmation.
Iridar  [author] 9 Apr, 2020 @ 7:29am 
@Scroller
There is Muton Autopsy, which unlocks Plasma Grenade proving grounds project, which unlocks Advanced Grenades proving grounds project.

There is also a repeatable Experimental Grenade proving grounds project, which will craft special grenades one by one. It is not used by this mod by default.
Scroller 9 Apr, 2020 @ 7:04am 
@Iridar - That being the case, it will probably work then. I could have sworn there was Experimental research for ammo and grenades but I haven't played the vanilla game for so long I can no longer be sure what it was like.
Iridar  [author] 9 Apr, 2020 @ 6:59am 
@Scroller
There is no "Experimental Grenades" research.
Scroller 9 Apr, 2020 @ 6:53am 
@Iridar - Well, does it rely on the Experimental Grenades research to become available?
Iridar  [author] 7 Apr, 2020 @ 8:55am 
@Scroller
No idea.
Scroller 7 Apr, 2020 @ 8:19am 
Great idea but I do have one question:I have one or more mods installed that give access to grenades without relying on the Experimental research - would these mods interfere with getting the pipe bombs?
MrCloista 19 Oct, 2019 @ 5:14am 
That worked :) I nerfed the main damage and radius, and increased environmental damage, and voila! breaching charges :) As usual, you're a star :)
Iridar  [author] 19 Oct, 2019 @ 4:47am 
@MrCloista
Oh, sorry, forgot one thing. Fix uploaded.
MrCloista 19 Oct, 2019 @ 4:36am 
Setting "PIPE_BOMB_DETONATION_BREAKS_CONCEALMENT = false" still makes detonation break concealment.
Iridar  [author] 19 Oct, 2019 @ 4:14am 
@MrCloista
Uploaded the update. Haven't actually tested. Configure the mod and let me know if it works the way you want.
MrCloista 19 Oct, 2019 @ 3:27am 
I don't use Stealth Overhaul, is a little over complicated for my liking.
Iridar  [author] 19 Oct, 2019 @ 3:24am 
@MrCloista
If you use Musashi's Stealth Overhaul, you can configure either or both to always retain concealment. If not, I can look into making it configurable.
MrCloista 19 Oct, 2019 @ 3:21am 
Damage is fully configurable by the looks of it. Concealment is not, same with Musashi's X4 charges. Was hoping to be able to configure them as satchel charges which could be used to create a targeted breach point without breaking concealment (unless attracted advent troops saw you).
Iridar  [author] 18 Oct, 2019 @ 6:23pm 
@MrCloista
Check the configuration files, i don't remember which parts i made configurable
MrCloista 18 Oct, 2019 @ 6:14pm 
Is it possible to make detonating them not break concealment and to change their stats?
Iridar  [author] 1 Jun, 2019 @ 2:08pm 
@daNk
Made a mistake in there, uploading a fix.
eDen'S_bLiSS 1 Jun, 2019 @ 6:10am 
When I'm using molotovs and pipe bomb mods together, only molotovs are showing in campaign team loadout. ???
Kiruka 26 May, 2019 @ 1:47pm 
@Void Light
Right out of the box without any edits, X4 charges do more damage to enemies on average and a LOT more damage to structures than pipe bombs do, and they also don't count as grenades in terms of inventory limits (I'm not sure if pipe bombs do as I haven't played with them yet). They're a great tool for blowing a hole in a holding cell or in the side of a fortress. Nonetheless, with how much less prep work pipe bombs take, I personally bumped up the minimum damage on all 3 tiers of X4 charges by 2 (so the conventional tier one does 4-7 damage instead of 2-7).
Snipe 25 May, 2019 @ 11:16am 
"Either way this is a nice alternative for the X-4 mod, although I am kinda hard pressed to see a reason to use both." If I'm not mistaken the X-4 when thrown ends your turn and can't detonate until the following turn. So if the intended purpose is to blow up a pack of ADVENT, they might not be there the following turn so the X4 is pointless at this point. Cheers.
d_valroth 24 May, 2019 @ 4:27pm 
Always down for more gritty, cobbled together weaponry.
Iridar  [author] 24 May, 2019 @ 2:08pm 
@Void Light
You could balance them separately, and have one as a big chunky thing with short throw range that deals a load of damage, or specializes in envrionmental destruction.
Pipe Boms are just a quick port from Duke Nukem mod, and more like an alternative to normal Frag Grenades rather than X4 in particular.
VoidLight 24 May, 2019 @ 2:05pm 
Oddly enough I though this mod would offer a starter/cheap explosive with a hand made feeling, since as said before, it is VERY similar to X-4 explosive.

I assumed that the explosive would be less reliable if that makes any sense.. Like when you throw it had a random chance of exploding within 0-3 turns but cost 0 actions points with a lengthy cool down.

Either way this is a nice alternative for the X-4 mod, although I am kinda hard pressed to see a reason to use both. This one does work well with grenade perks and such and im not sure if the X-4 does the same so I guess I got some experimenting to do.
The Dead Kennys 23 May, 2019 @ 11:58am 
So it's like a smaller, easier-to-throw x4 charge, awesome.
Iridar  [author] 23 May, 2019 @ 1:23am 
@asm987
If you're talking about the demo video, there's a female civilian behind the Muton.
Blaze 23 May, 2019 @ 1:12am 
I know this is from Duke, and has nothing to do with Left 4 Dead, but one thing that would be neat - if it created a "Lost Lure" effect where the pipe bomb is thrown, which ends when it's detonated :P
asm987 22 May, 2019 @ 6:06pm 
Is it the explosion that makes the sound something like.... female tarzan?
Iridar  [author] 22 May, 2019 @ 9:36am 
@LondonStolte
Throwing doesn't, detonating does.
Elster 22 May, 2019 @ 9:34am 
Does throwing a pipe bomb break concealment?
NightNinja54 22 May, 2019 @ 5:33am 
Agreed, this is pretty cool. I enjoy the additional variety in the early game as well as the added complexity in planning turns
Darrish 22 May, 2019 @ 4:16am 
Awesome :)