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Oct 27 · 42.22 pre-release: ladders and crowbar break-insOct 23 · First-person mods are not officially supportedOct 21 · The Indie Stone on Java mods: download responsiblySep 28 · Build 42.21 Stable: zombie duplication fixesAug 26 · Security fixes on every branchAug 17 · Servers now handle up to 254 playersJul 29 · Build 42 goes Stable

Bombs, Molotovs and traps in Project Zomboid

This page covers the Molotov cocktail and the five craftable bombs and traps in Build 42: what each one needs, which magazine or occupation unlocks it, and how timers, motion sensors and remotes work. It also covers using fire and noise on a horde, the risks to you and your base, and what is known about XP and kill counts. Written for Build 42 (42.22), November 2026.

A dark street in Project Zomboid
A Molotov thrown into a packed group on open ground, well away from any building.
01Part

Molotov cocktails

The Molotov is the only fire weapon that needs no magazine, occupation or skill level. In Build 42 it is crafted in your hands from three things: a full-size glass liquor or wine bottle, 1.0 unit of flammable fluid, and one strip of cloth. The fluid can be gasoline, whiskey, vodka, tequila or rubbing alcohol. The cloth can be a rag or denim strips, clean or dirty. A full bottle of whiskey, vodka or tequila covers both the bottle and the fluid, so that plus a rag is the whole recipe (one source). Small beer bottles do not qualify. See alcohol and fuel for where the fluids come from.

Older guides give a Build 41 recipe. Trust the in-game crafting menu over them.

To throw it, put the Molotov in your primary hand and a lighter in your secondary hand. Matches do not work. Then aim and attack as with any thrown weapon (see controls). The bottle does no impact damage. It starts a fire about 4 tiles across the landing point, and the burning tiles do the killing over time. Throw range is about 8 tiles (one source), so a short throw can put you inside your own fire.

02Part

Bombs and traps: recipes and requirements

The five craftable devices sit in the Electrical category of the crafting menu. Each needs its recipe learned first, from a magazine or from the Engineer occupation. Ingredients below come from one Build 42 recipe database. The item called Flame Trap in Build 41 appears as Fire Bomb in Build 42 recipe lists.

DeviceIngredientsRequirementBuild 42 status
Molotov cocktailGlass liquor or wine bottle, 1.0 flammable fluid, 1 rag or denim stripNoneConfirmed by two sources
Fire Bomb (Flame Trap)Plastic bottle (water, soda or similar), 1.0 gasoline, 1 ragMagazine: Homemade Explosives, or EngineerRecipe: one source
Aerosol bombHair spray or insect repellent, box of sparklers, aluminum, duct tape; mortar and pestle as toolMagazine: Homemade Explosives, or EngineerRecipe: one source
Pipe bombMetal pipe, 20 gunpowder, 3 electronics scrap, twine; saw as toolMagazine: Homemade Explosives, or EngineerRecipe: one source
Smoke bombCold pack, 1 rag, 2 newspapersMagazine: Chemical WarfareRecipe: one source. Effect not confirmed
Noise makerAmplifier, 7 electronics scrap; screwdriver and pliers as toolsElectrical 3 and magazine: Real Spy SecretsRecipe: one source. Sound radius not confirmed

The full titles are Real Spy Secrets - June 1993, and The Cheapskate's John Spiral - Chemical Warfare and Homemade Explosives. The skill books page covers how recipe magazines work.

The Engineer occupation costs 4 points and starts with +1 Electrical, +1 Carpentry and +1 Masonry. One site that reads the 42.22 files says it knows 13 recipes from the start, mostly explosives (one source). Guides agree it starts with the pipe bomb and aerosol bomb recipes; smoke bomb and noise maker are not confirmed. Compare it with other jobs on traits and occupations.

03Part

Trigger types: timer, motion sensor, remote

A plain bomb is thrown by hand. Adding a trigger turns it into a device you set down and leave. Each trigger is a separate Electrical recipe with its own magazine.

TriggerPartsElectrical levelMagazine
TimerMake a timer from a kitchen timer or alarm clock, 1 scrap, 1 glue (screwdriver and pliers). Attach with 2 scrap, 1 duct tape1 to make the timerLike Clockwork
Motion sensor, shortLooted motion sensor, 2 scrap, 1 duct tape. Range 3 tiles2Home Security Monthly
Motion sensor, mediumMotion sensor, 3 scrap, 1 duct tape. Range 4 tiles4Home Security Monthly
Motion sensor, longMotion sensor, 4 scrap, 1 duct tape. Range 6 tiles6Home Security Monthly
Remote triggerReceiver, radio receiver or cordless phone, 2 scrap, 2 glue. Attach with 2 scrap, 1 duct tape2Zapper!
Remote controllerTV remote, cordless phone or pager, plus scrap and glue2, 4 or 6 by rangeZapper!

All figures in this table are from one guide site (one source). That site contradicts itself: it lists sensor levels of 2, 4 and 6 in one place and automatic learning at Electrical 8, 9 and 10 in another. Check the level shown on the recipe in your game.

Whether smoke bombs and noise makers accept these triggers in Build 42 was not confirmed.

04Part

How each device is placed and set off

  • Thrown: equip the plain bomb in your primary hand, hold the aim button and attack to throw. Listed throw range is 10 tiles for pipe and aerosol bombs (one source). Only the Molotov needs a lighter in the other hand.
  • Timer: place the device, start the countdown and walk away. The fuse is short and fixed (one source).
  • Motion sensor: place and arm it, then leave. It goes off shortly after anything moves inside its range. Do not stand inside the sensor range while arming it.
  • Remote: place the device and fire it later with a matching remote controller. The controller's range tier decides how far away you can stand.

The exact right-click menu wording for placing, arming and linking a controller could not be checked against Build 42 for this page. Test one device in debug mode or a safe spot first.

Listed blast values (one source): pipe bomb power 90, range 7 tiles, no fire. Aerosol bomb power 70, range 6 tiles, with a chance to start a fire. Range is not a guaranteed safe distance.

05Part

Using fire and noise on a horde

Fire works on a packed crowd because burning zombies keep walking and light the ones beside them. Gather the horde into a tight group on open ground, throw one Molotov into the middle, then walk the group in circles through the flames. A burning zombie can still set you alight, so keep your distance. See zombies for how groups follow sound.

Results in Build 42 are mixed. On the Steam forums one player reported killing hundreds by kiting a crowd around a single fire tile, while another needed about a dozen Molotovs for twelve zombies because the fires went out first.

Noise moves a horde instead of killing it. A noise maker pulls zombies to a spot while you loot or leave another way. Its reach is disputed: one guide gives 17 tiles, and a forum player measured roughly 5 to 7. Neither figure is confirmed for Build 42. Explosions are loud, so expect new arrivals after any bomb. One older guide says smoke bombs block zombie vision but work unreliably (one source).

Opinion Keep Molotovs for open streets and parking lots. To move a crowd, a car horn or gunshot is cheaper than a noise maker. Read stealth and combat before you plan around noise.

06Part

Risks, XP and whether kills count

Fire burns you, your loot, vehicles and buildings, and it spreads through wooden structures and what is stored in them. Rain does not put out an existing fire; it only makes new burning tiles less likely (one source). See fire for how it spreads.

  • Never throw fire indoors, near your base, or near generators and fuel cans.
  • Do not lead burning zombies home. They carry the fire with them.
  • If you catch fire, get out of the flames at once and treat burns as described under first aid.
  • Timer and remote bombs are reported to hurt the player more than thrown ones (one source). Stay well outside the listed range.

XP: crafting a pipe bomb gives a small amount of Electrical XP (one source). Kills by fire give no weapon skill XP, according to one player report from 2023.

Do kills count? This could not be confirmed for Build 42. The same 2023 report says fire kills were not added to the kill counter, and no Build 42 source found for this page states the rule. To test it, note the counter, burn a small group, and compare.

07Part

Quick answers

How do I make a Molotov in Build 42?

Combine a full-size glass liquor or wine bottle, 1.0 unit of gasoline, whiskey, vodka, tequila or rubbing alcohol, and one rag or denim strip. No skill or magazine is needed.

Why can't I throw my Molotov?

You need the Molotov in your primary hand and a lighter in your secondary hand. Matches do not count as a lighter for this.

Do I need the Engineer occupation to make bombs?

No. Engineer starts with explosive recipes, but any character can learn them from the Engineer magazines, such as Homemade Explosives for pipe, aerosol and fire bombs.

What Electrical level do bombs need?

The listed base pipe and aerosol bomb recipes show no skill level, only the learned recipe. The noise maker needs Electrical 3, and triggers need Electrical 1 to 6 depending on type, though one guide gives conflicting sensor levels.

Do zombies killed by fire count as kills?

This is not confirmed for Build 42. One player report from 2023 says fire kills were not counted and gave no combat XP, so test it in your own game.

Can a Molotov burn down my base?

Yes. Fire spreads through wooden buildings and stored items, and burning zombies carry it with them. Only use fire on open ground far from anything you want to keep.

Recipes, levels and blast values come from PZFans guides and its recipe database for Build 42.19, checked against projectzomboid.wiki for the Molotov and pindrop.gg for the Engineer occupation. Most device figures rest on a single source, and field results come from Steam forum reports. Sources: PZFans Molotov guide (42.19) · PZFans pipe bomb guide (42.19) · PZFans aerosol bomb recipe · projectzomboid.wiki Molotov guide · Steam forum thread on B42 Molotovs. Your game is the final word: if it disagrees with us, tell us and we will fix the page.