Project Zomboid MP: Build 41 vs 42 โ€“ What You Need to Know

Project Zomboid MP: Build 41 vs 42 โ€“ What You Need to Know

Project Zomboid Multiplayer: Build 41 vs Build 42

Introduction

Project Zomboid's multiplayer is a blast โ€“ surviving the apocalypse is just better with friends. Build 41 has long been the stable version powering co-op and PvP adventures, complete with a rich mod ecosystem. Build 42, on the other hand, is the ambitious new update in testing, packed with features but (for now) single-player only. If you're confused about how to set up multiplayer, which build to use, what's new in B42, or how mods and servers are affected โ€“ don't worry. This guide covers everything you need for a deep dive into Project Zomboid multiplayer in B41 and B42.

In this Guide:

You'll find step-by-step multiplayer setup instructions (for LAN, dedicated servers, etc.), a comparison of Build 41 vs Build 42 multiplayer features (and stability), insights on PvP and co-op gameplay differences (especially how B42's new systems will change group play), lists of must-have multiplayer mods (for both B41 and B42), real community tips and feedback from Reddit/Steam, an overview of admin tools for server hosts, relevant patch notes highlighting MP changes, and more.

Let's start by understanding the big picture: Why does Build 42 not have multiplayer yet, and what does that mean for you and your friends?

Build 42 Multiplayer Status โ€“ Why You're (Currently) Stuck in Single-Player

If you've opted into the new Build 42 unstable branch expecting to jump into multiplayer, you've likely had a surprise: the "Invite Friends" or "Host" buttons are missing. The hard truth is that Build 42 has no official multiplayer support at this time. The Indie Stone (developers) intentionally disabled multiplayer in B42 while it's in testing, focusing on single-player first.

"As of right now, there is NO official multiplayer support in Build 42โ€ฆ [TIS] have intentionally disabled the multiplayer functionality in this unstable branch while they work on refining the single-player experience."

This has led to some confusion (and disappointment!). Some eager players even set up dedicated servers for B42 only to realize they can't use them yet. The devs removed the MP code temporarily, so it's not just a matter of bugs โ€“ the feature is actively turned off until further notice.

Why remove multiplayer?

Based on dev commentary and community discussions, there are a few reasons:

  • ๐Ÿ†• Massive New Features: Build 42 brings tons of new systems (we'll detail them later). The devs want to test and balance these in single-player first before adding the complexity of networking. It's easier to debug one thing at a time.
  • ๐Ÿ”ง Performance Optimizations: Early reports from B42 show significantly improved performance in single-player. One player noted, "The performance is amazing! I can actually run this game on my work laptop now at a consistent 60fps!". The devs likely want to ensure the game runs smoothly solo before stressing it with multiple players.
  • ๐Ÿ› Fixing Old MP Issues: Project Zomboid's Build 41 MP, while awesome, had its share of glitches. For example, a common complaint: "Even with good connection, cars driven by players close to each other often result in desynchronized collisions." Or the infamous zombie lag teleports. TIS doesn't want to carry these over. They're probably overhauling netcode to address desync and other MP problems in the B42 cycle.
  • โš”๏ธ The PvP Problem: Let's face it, PvP in PZ has never been great. "PvP kinda sucksโ€ฆ Not kinda, it does suck," as candidly put by players. The combat rework in B42 (new aiming system, etc.) is partially to improve this. Devs might be adjusting player-vs-player mechanics (hit detection, balancing firearms) before flipping the MP switch back on.
  • ๐Ÿ•’ Avoiding Bad First Impressions: B42 is unstable โ€“ bugs are expected. If they enabled MP now and it was a disaster (crashes, exploits, etc.), it could sour players on the new version. Better to delay multiplayer than release it half-baked and frustrate people. As the devs said, it's "unstable for a reason."

For now, Build 41 remains the multiplayer mainstay. "Build 41 is totally fine and working and the only option for MP," one Redditor confirms. So if you want to play with friends today, stick with Build 41 (the stable branch). The good news is B41's multiplayer is well-polished and quite stable after years of updates, offering that classic Project Zomboid co-op survival we love.

Later in this guide, we'll discuss workarounds to scratch the multiplayer itch in B42 (like split-screen or using Parsec). But first, let's ensure everyone knows how to get a multiplayer game going on Build 41, since that's where MP is alive and well.

Setting Up Multiplayer in Build 41 (Stable) โ€“ Hosting, Servers, and LAN

Build 41 has a fully functional multiplayer system, but setting up your game for co-op can be daunting if you've never hosted or used dedicated servers. Fear not โ€“ we'll walk through several ways to play multiplayer in B41:

Option 1: Host a Local Co-Op Game (Easy Mode)

If you just want to play with a few friends and don't need a 24/7 server, the game's built-in Host function is the quickest route:

  1. Launch Project Zomboid (Build 41) and click Host. This brings up the Host Game menu. Here you can create a new server settings preset or use default. Give your server a name and set a password if you want.
  2. Tune the Sandbox Settings (optional). You'll see an interface to adjust world options (zombie count, loot rarity, PvP on/off, etc.). You can save these settings for re-use. For a first run, the defaults are fine.
  3. Start the server. The game will briefly show a console as it loads the server in the background, then drop you into the game as a player.
  4. Friends join via Steam Invite or the Server Browser. As the host, once you're in-game, your Steam friends can right-click your name and Join Game. Or they can go to Join > Internet and find your server name (if you set it public). They'll need the password if you made one.

This "Listen Server" approach is user-friendly โ€“ it runs the server and client together. However, note: if the host player disconnects, the server goes down for everyone. It's perfect for a co-op session among friends, but not for a persistent world.

Local LAN play: If you're on the same local network (e.g. two PCs at home), one person can host as above. Others on the LAN can find the host's game under the LAN tab in Join menu. This doesn't require port forwarding or internet โ€“ just that the computers can see each other on the network. (Ensure any firewall prompts are allowed.)

Option 2: Run a Dedicated Server (More control, persistent world)

For a server that stays up independent of any one player, you'll want a dedicated server. You can run this on your own machine, a spare PC, or a rented server. The steps:

  1. Install the Dedicated Server files. Easiest way on Windows: on Steam, go to Library -> Tools and install "Project Zomboid Dedicated Server". (On Linux, you'd use SteamCMD.) It's essentially a headless version of the game meant for hosting.
  2. Initial launch and config files: Launch the server once to let it generate default files. It will create a Zomboid/Server folder in your user directory with config files (servertest.ini, SandboxVars.lua, etc.). Stop the server (press Ctrl+C in its console) once files are made.
  3. Configure server settings: Open servertest.ini in a text editor. Here you can set the server name, player limit, password, etc. Important options:
    • DefaultPort โ€“ default is 16261 (UDP).
    • Public=true/false โ€“ whether to list on the public server list.
    • PvP=true/false โ€“ enable or disable PvP (you can also control safety zones in-game).
    • Administrator username/password โ€“ set an admin account to manage the server in-game.
    • Check SandboxVars.lua for world settings (or use PZServerSettings.exe for a GUI).
  4. Port Forwarding: If players will connect over the internet (not just LAN), you must forward the necessary ports on your router to the server machine's IP. By default, Project Zomboid uses UDP port 16261 for the main connection, and UDP 8766 for Steam queries. After version 41.77, one additional port is used per player slot (16262, 16263, etc.) for direct connections.

    Minimal case: forward 16261 UDP and 8766 UDP. If you plan >1 player, also forward a range like 16261-16270 UDP to cover extra player slots (each client gets a port increment). If you skip this, players might get "Failed to connect" or see your server as offline.

  5. Launch the server for real: Run the StartServer64.bat (Windows) or the shell script (Linux). The server console will appear and eventually say "Server started" with your configured name.
  6. Players join: Give friends your public IP and port (or use the public server list if Public=true). They can use Join Server > IP tab to enter your IP and port 16261. Or find the server by name under Internet if listed (Steam must be working and you forwarded 8766 for it to show up on list).
  7. Keep it running: The server will run until you close it. Many admins let it run 24/7 so players can join anytime. Check db and logs folder for info โ€“ errors, player info, etc. We'll cover admin commands shortly.
DefaultPort=16261 DefaultPortPlusOne=16262

This dedicated setup is more involved, but it gives you persistent progress, and the host can log off while others continue playing. It's how larger community servers operate.

Common Pitfalls:

If friends can't connect, double-check:

  • Ports are forwarded to the correct local IP (and that your local IP hasn't changed).
  • Windows Firewall has exceptions for the PZ server or the ports (you might need to add a rule for 16261/UDP etc.).
  • You're giving friends the external IP (whatismyip can tell you) โ€“ not a 192.168.x local address.
  • If using mods, ensure the server and all clients have the exact same mod versions enabled (Workshop IDs in servertest.ini must match, etc.). Otherwise they'll get a mod mismatch error.

Option 3: Using a Server Hosting Provider (Easy but not free)

If you don't want to self-host, many game server providers offer PZ servers. The process there is usually:

  • Rent a server from a host (make sure they support Project Zomboid).
  • Use their web panel to configure settings (often a form or config editor).
  • They handle the port forwarding and uptime. You just share the server IP:port and password with friends.

This costs money (a few dollars per month depending on slots), but can save time. It's essentially a dedicated server without you managing the hardware.

Administering Your Server (Build 41)

Once your server is up, you'll want to know some admin tools:

  • In-game, an admin can press / to open chat and type commands. E.g. **/grantadmin <username>** to grant admin to a player, or **/teleport <user1> <user2>** to teleport user1 to user2. See the PZwiki for a full list of admin commands.
  • Admin Panel (in-game): As admin, you have a debug icon on left. You can do things like invisible (ghost mode), edit player stats, spawn items, etc. Use these powers sparingly on a legit server โ€“ but they're great for fixing bugs (unstucking players, etc.).
  • RCON: PZ servers support RCON protocol, which allows remote console access. The servertest.ini has an RCON password field โ€“ set it, and you can use an RCON tool to send commands to the server without being in-game. Useful for scripting or managing the server from afar.
  • Logs and DB: The world's data is stored in servertest.db (a SQLite database for character data, etc.). Tools like DB Browser can open it if needed. The logs (console.txt etc.) show errors โ€“ always check these if something goes wrong.
  • Server Options: You can tweak many settings live via the admin Panel (like change PvP on/off, adjust safemode, etc.). Some changes require a server restart to apply (like increasing max players or workshop mods).

One welcome addition in the 41.78 patch was the ability to check for mod updates via RCON โ€“ this helps to know if a server restart is needed when a mod updates on Workshop.

๐Ÿ’ก Tip: Keep an eye on your server's RAM and CPU usage. PZ can be heavy with lots of zombies. If running on your PC alongside the game, it may slow down when both are active. For a small 4-6 player game, ~2GB RAM allocation is often fine. You can adjust -Xmx memory in the server start script if needed.

Now that we have Build 41's multiplayer up and running, let's compare it to Build 42's offerings and why you might still want to dip your toes into Build 42 (single-player for now) while hosting your multiplayer fun on B41.

Build 41 vs Build 42 โ€“ Feature Differences That Affect Multiplayer

Even though Build 42's multiplayer is disabled at the moment, it's useful to know what's new in B42 and how those changes will impact multiplayer once it arrives. Many players are asking "Should I play on Build 41 or 42?" โ€“ it boils down to stable multiplayer & established mods (B41) vs cutting-edge features (B42).

Here's a breakdown of the major differences and what they mean for gameplay:

Stability and Performance

  • Build 41: Battle-tested over years. Generally stable MP, though big mods or 32+ players can strain it. Some known desync issues (zombies hopping a bit, car collisions mis-syncing) persisted but got better by 41.78. Performance in Build 41 can dip with huge hordes or mega-bases, but it's manageable. It's rare to crash if you and the server are set up properly. Essentially, B41 is the safe choice โ€“ if you want a long-running server or a smooth night of co-op, it won't let you down.
  • Build 42: Bleeding-edge (unstable branch). Surprisingly, many players report B42 runs better on their machines than B41 did โ€“ the devs did a lot of optimization. However, B42 as an unstable build has frequent updates (which might introduce new bugs). You might hit weird issues โ€“ e.g., early B42 had a bug where melee hits could land from far away, which has since been fixed in a patch. There's also the risk of save corruption or required restarts on version updates (they warned that "save files made in 42 unstable will likely become unusable between now and 42 stable"). So, stability in B42 is about the evolving game state, not network stability (since no MP). If you play B42 now, treat it as an experiment โ€“ things can and will break/change until it goes stable.

Multiplayer stability: When B42 MP does drop, we expect it to be initially unstable too (likely an "IWBUMS" beta for MP), but eventually it should surpass B41 thanks to the groundwork being laid. The devs specifically mention wanting servers to run much longer without issues (one goal is to support multi-year in-game communities). So, in theory, B42 MP might handle huge maps, tons of player-built structures, etc., better than B41 MP does.

New Systems and Gameplay (What B42 Adds)

Build 42 isn't called a "transformative overhaul" for nothing. Here are key features and how they contrast with B41's status quo:

Animals & Hunting

Build 41:

No animals (aside from the occasional story-related dog invisible event). Food comes from farming, fishing, trapping (rabbits/birds via traps), or non-perishable loot.

Build 42:

Introduces Animal Husbandry (cows, pigs, sheep, chickens) and Wild Animals (deer, rabbits, rats). You can domesticate for milk, eggs, etc., or go hunting in the wild.

Tracking is now a skill โ€“ you'll find animal footprints, droppings, and follow them to your prey.

For multiplayer, this adds a whole new group activity: picture one friend tracking footprints, another ready with a rifle, and a third carrying the hunting haul back to base.

Expanded Crafting & Professions

Build 41:

Had a decent crafting system (carpentry, cooking, etc.), but many late-game crafts were simplistic or absent (no complex metalworking, etc.). Everyone could eventually do most things given enough time.

Build 42:

Overhauls crafting into something more complex and tiered. We have new crafting stations and machines โ€“ from primitive furnaces to high-tech gizmos.

Skills like Blacksmithing, Pottery, Tailoring all get expanded tech trees.

Importantly, the devs rebalanced skills so that a single character cannot master everything easily โ€“ you'll want specialists.

In MP, this is fantastic: one player might be the mechanic/blacksmith who can forge weapons and make spare parts, another the tailor who crafts clothing and gear, another the farmer/herbalist, etc. The team can achieve together what no lone player can. That's a core design goal of B42: "provide more community cooperation in MP".

Also worth noting: B42 introduced Recipe Journals / Reverse Engineering โ€“ you can gain recipes by disassembling items or finding journals, not just by leveling up. This means knowledge-sharing will be a thing.

Example: In B41, building a gate or a metal crate was just a matter of having a propane torch and some metal sheets. In B42, you might need to actually forge iron, cast it, etc. A group can split these tasks. It makes multiplayer more rewarding, because each person's contribution is unique.

Late-Game Sustainment

Build 41:

After 6+ months in-game, most resources are gone. Farms in B41 are actually too sustainable (you can get endless seeds back from crops, effectively feeding you forever). So groups often hit a "now what?" wall โ€“ some servers roleplay, others PvP for entertainment.

Build 42:

Specifically targets late-game with features:

  • Farming Overhaul: Crops have real seasons and won't yield infinite seeds.
  • Renewable resources: Animals provide renewable food (milk, eggs), and presumably breeding more animals. B42 also has beekeeping (honey).
  • Long-term crafting projects: Building with brick or stone (clay mining and brick kilns).

In multiplayer, this means a B41 server often turned into a "farming simulator" or "car collection club" as players joked. Build 42 is adding more purpose to that stage of play, which will greatly benefit long-running MP servers.

One PZFans article notes "In B41, farming was self-sustainingโ€ฆ This has changed [in B42]: retrieving seeds is not guaranteed". This makes cooperative farming more interesting โ€“ maybe one player's dedicated farm still isn't enough, so others must loot for seeds or trade with NPCs in future.

TIS explicitly wants players to experience "life further into the post-apocalypse" that "feels different to the early chaos." It's a shift from pure survival to society-building โ€“ perfect for multiplayer.

Combat & PvP Changes

We touched on PvP, but let's mention general combat:

Build 41:

Combat is quite functional โ€“ melee is king, guns are viable but have an arcadey aiming outline and can be OP once you level up. Some quirks: zombies can desync in MP and you get hit when they look far, etc.

Build 42:

Ranged combat was completely overhauled in Build 42.1 patch โ€“ real ballistic trajectories, meaning bullets can penetrate, ricochet, etc.

Gunplay feels different: there's recoil, and weapons have more distinct roles (shotguns devastating up close, rifles truly needed at range).

The devs acknowledged janky combat targeting and cleaned a lot up. B42 also added a "sneaking overhaul" and better combat balance.

This will change multiplayer firefights (both PvE and PvP). Friendly fire will be something to be careful of if bullets can pass through zombies or walls!

MP combat in B42 should be more tactical and hopefully fairer. MP teams might need to coordinate more when clearing areas; one can imagine in B42 MP using stealth to avoid attracting huge hordes.

No more easy mode on fences: In B41, players often cheese zombies by hopping over fences (zeds climb slowly, easy to stab). B42 might address that (zombies can fall over fences now, etc.).

User Interface & Quality-of-Life

Build 41:

UI is functional but certain things (like the crafting interface, managing mods) are clunky.

Build 42:

They promise a new mod manager UI in-game. Also UI scaling improvements for high resolutions.

Small additions like a search bar in inventory and better sorting are huge QoL boosts.

In MP, this means less dependence on mods (and fewer mod-sync issues). The mod manager will be especially helpful for server hosts who currently use external tools or manual editing.

In-game mapping was added in late B41 (41.50+ gave us the drawing on maps, etc.), so both builds have that. But B42 expands it with new symbols and adds "randomized stories" โ€“ finding annotated maps that tell a bit of story. Imagine MP players scavenging and coming across notes left behind.

Which Should You Play Right Now?

It boils down to what you want:

"I want to play multiplayer right now with minimal hassle." โ€“ Go Build 41. It's stable, all your favorite mods work, and you can easily connect with friends. This is the recommendation even many veteran players give to newcomers: "If you're new to Project Zomboid, sticking with the stable Build 41 is your best bet," one player advises, noting that B42's bugs and unfinished bits "might not provide a very enjoyable experience for newcomers." With B41, you'll get a polished game and you won't struggle with unupdated wikis or mods.

"I'm okay playing solo and want to test new features." โ€“ You can try Build 42 (keep a separate copy of B41 to swap back for MP). B42 is exciting if you're curious about the future of PZ: new crafting, animals, etc. Just remember it's a beta; as another player bluntly puts it, "B42 is not about lengthy saves. It has too much jank and unfinished mechanics." In other words, treat it as a preview.

"Can I somehow have both?" โ€“ Yes! Many in the community do this:

  • Maintain a Build 41 server with friends for regular play.
  • Also have a Build 42 solo game or two where you experiment. You'll be "pre-learning" the mechanics that will eventually be in MP.
  • You can switch back and forth between builds on Steam. Be careful with saves โ€“ opening a B41 save in B42 will likely break it (and definitely vice versa).

To wrap this section up: Build 41 = proven, reliable multiplayer, with tons of mods and guides available. Build 42 = exciting new stuff, but you'll be going solo until multiplayer is reintroduced (and even then, mods and guides will take time to catch up). Many players decide to enjoy both โ€“ do stable MP on weekends with friends, and tinker in single-player B42 during the week, for example.

PvP and Co-Op Gameplay โ€“ Now vs Future

Project Zomboid can be played cooperatively or competitively (PvP), though co-op is by far the more common style on public servers (many disable PvP or have consensual PvP rules). Let's break down how PvP and co-op teamwork differ between Build 41 and what Build 42 might change:

PvP in Build 41: The Good, Bad, and Ugly

The State of PvP in B41:

Most players will tell you PvP is not PZ's strongest suit. In Build 41, PvP is basically an on/off toggle for the server or even per player (with the "safety" system: you have to hold Ctrl + click skull icon to engage PvP mode against someone). Gunplay in B41 PvP is a bit wonky due to latency โ€“ sometimes you think you shot first, but on their screen they moved. Melee PvP is usually a one-sided stun-lock: whoever hits first can knock the other down and it's over quickly. Unsurprisingly, comments like "PvP kinda sucks" are common.

One big annoyance: the knockdown on hit. In B41, a single hit from a player can shove/knock down another player, making it easy to keep them down. The devs acknowledged this: "PVP combat [is] frustrating" due to constant knockdowns. They provided a server option in patch 41.78: KnockedDownAllowed=false can disable PvP knockdowns, meaning hits won't automatically floor a player. This helps make PvP fights less one-sided (you won't be perma-stunlocked just because someone punched you once). It's a stopgap, but a welcome one.

Safehouse claiming and raiding: B41 has a system where players can claim safehouses (if enabled) and others can't loot their stuff unless they abandon it. This is used on PvE servers to prevent griefing. On PvP servers, safehouses are often disabled or have a soft timer (you become vulnerable after some time).

PvP in B42 (What We Expect):

Since MP isn't out, we can only infer from combat changes:

  • The new ballistics system means bullet trajectory matters. Cover might actually work (hiding behind a wall = can't be shot, and no magical aiming outline through it). It could make gun PvP encounters more interesting โ€“ you might have to actually aim and lead shots.
  • Melee changes in B42 were more about fixing weird targeting and reach issues. That indirectly helps PvP: e.g., if previously lag caused phantom hits, maybe it'll be tighter now. But melee PvP might still boil down to timing and who strikes first; hopefully the removal of knockdown or at least more control over it persists.
  • Injury persistence: B42 introduced things like muscle fatigue and new wound types. In PvP, this could mean if you get hurt, running away or fighting back is harder. This adds realism: someone with a gunshot might start limping.

One player mentioned in context of B42 hopes: "improving combat mechanics for player-versus-player encounters" is likely on the devs' agenda. So we anticipate some balancing โ€“ perhaps tweaks like making firearms less RNG in PvP (in B41, PvP gun damage and accuracy were a bit dicey).

If you love PvP, for now you have to do it in B41 (and maybe use community settings/mods to make it tolerable). Looking ahead, Build 42's refined combat might rekindle interest in PvP once MP is live.

Co-Op and Team Dynamics

Co-op is where PZ shines. Build 41 co-op is basically the default way to play for many. You spawn together (or meet up), strategize who loots what, maybe designate roles (someone cooks, someone carpents, etc.), though the game doesn't force any specialization.

Team Play in B41:

It's mostly emergent. Groups often create their own rules ("you be the guard, I'll farm"). There's nothing in B41 preventing everyone from learning all skills โ€“ eventually, every co-op member might be a master carpenter, driver, marksman, etc. This is fun (everyone feels self-sufficient) but also means in long term, there's less interdependence.

Some unique B41 co-op moments that stand out:

  • Coordinating vehicle use (one drives, one shoots out the window โ€“ yes you can shoot while another drives! It's clunky but possible).
  • Medic role: one with doctor skill can perform faster/better treatments, though anyone can disinfect and bandage.
  • Building a base together: one chops wood, another nails planks โ€“ speeds things up but not required.
  • Sharing loot: B41 has no built-in trading UI, you just drop items or use containers. In MP, it's common to set up a community storage with labels.

B41 doesn't have factions or party systems in vanilla. PvE co-op relies on communication (VOIP or text chat). Many servers use the "Better Chat" mod or Discord to coordinate. A few mods added rudimentary group systems (e.g., showing fellow players on the map or minimap โ€“ very handy since vanilla has no player markers).

Team Play in B42:

This is speculative until MP is enabled, but the writing is on the wall that B42 will encourage co-op roles much more strongly:

  • As noted, skill specialization will mean on a server, you truly might rely on the town mechanic to repair cars because others can't easily get that skill, or on the dedicated chef to make high-grade meals. The devs want to make individuals "less capable of mastering everything" while letting you progress faster in a chosen field.
  • Communication & UI: B42's addition of player voices (even just "hey!" shouts and grunts) could allow basic non-verbal communication in MP. It's minor but immersive.
  • Safehouses and factions: With NPCs on the horizon (planned for Build 43), the devs might lay groundwork in B42 MP for more sophisticated faction/group mechanics.
  • End-game group activities: B42's "later" features include things like improved hunting, raccoons, breakable metal fences. These add up to making a living world where a team must cooperate not just to fight zombies, but to manage their base and resources.

In summary, co-op in B41 is already excellent, but somewhat free-form. Co-op in B42 is poised to be more structured: the game mechanics themselves will encourage dividing labor and working together for greater efficiency.

Community Tips for Co-Op Success

Tips That Work For All Builds:

  • Communication is key: Use voice chat or at least coordinate via chat. PZ has proximity VOIP which works decently for realism. Many use Discord for group talk. A simple miscommunication ("I thought you were covering me!") can be fatal in this game.
  • Stick together (most of the time): Wandering off alone can get you killed, especially in higher zombie settings. In B41, a common newbie mistake is splitting up in West Point and getting overwhelmed. In B42's darker nights, sticking with a buddy carrying a flashlight will be wise.
  • Share skills and knowledge: In B41, any player can read any skill book. In MP, divide the books early so each of you focuses on a couple of skills โ€“ this way you level faster (because reading a skill book gives an XP multiplier). In B42, plan specializations from character creation (one picks Engineer, another Farmer, etc.).
  • Safety in numbers (but also noise): More players = more zombie attraction if you're careless. Large groups should coordinate clearing areas systematically. If one player fires a gun, make sure everyone's ready for the horde.
  • Use vehicles smartly in MP: Only have 1 driver per car (passengers can shoot or just hang on). Avoid driving separate cars too close (hello desync fender-benders). If you have many players, use multiple cars but keep distance, or mod in a bus. Pro-tip: If the server is laggy, drive *slower*. Many crashes in MP happen because a client's car is not exactly where they think it is.

We've covered the gameplay and feature side extensively. Let's shift to something every MP player cares about: Mods! Specifically, which mods are essential for multiplayer, and how Build 42 throws a wrench in the works (temporarily) on that front.

Must-Have Multiplayer Mods (B41 & B42)

One of Project Zomboid's greatest strengths is its modding community. Mods can dramatically enhance multiplayer โ€“ from quality-of-life improvements to huge content additions. We'll highlight some of the best mods for B41 multiplayer, and then address the situation with B42 mods.

(Keep in mind: all players (and the server) must have the same mods enabled for MP. We'll note compatibility where relevant.)

Essential Mods for Build 41 Multiplayer

These mods are fan-favorites on Build 41 and have proven stable in MP:

Brita's Weapon Pack & Arsenal[26] Gunfighter Mod

If you want more guns, these are the mods. Brita's adds a mind-boggling array of real-world firearms, attachments, and gear. Arsenal[26] enhances gun mechanics (adding things like manual bolting, new aiming stances, etc.).

Together, they transform PZ into a shooter-looter's paradise. On MP servers, Brita's is common โ€“ just be sure to adjust loot rarity or you'll be swimming in guns.

MP Compatibility: Good, but requires all players to have it. Can increase PvP deadliness (headshots from high-caliber rifles = gg).

Authentic Z (Clothing)

This mod by AuthenticPeach adds hundreds of new clothing items, many themed (superhero costumes, military gear, etc.), plus makes zombies spawn with more variety.

It's MP-friendly and highly popular for the fun and roleplay โ€“ you can have your character wear a cool outfit that stands out, without affecting gameplay much.

MP Compatibility: Excellent, frequently cited as a "must-have" for many servers.

More Traits

This mod adds 45+ new traits for character creation, from minor perks to significant game-changers. It allows for more unique characters (and combos like Positive Traits that come with drawbacks).

It works in MP as long as everyone has it. Server hosts often love it to spice up the player base โ€“ just be mindful some traits can affect balance.

MP Compatibility: Good, widely considered stable and essential for many.

Autotsar Vehicle Mods

Mods by user "thefunctionalcar (tsar)" are popular: they add specific vehicles like ATVs, motorcycles, boats, even tanks! For example, Tsar's Common Library + Vehicle Pack yields tons of new car models to find.

These are MP compatible. Driving a modded school bus with 6 friends inside is a unique joy.

MP Compatibility: Good. Make sure the server config VehiclesEnable=true and increase VehicleEasyUse if mods make vehicles trickier.

Inventory QoL Mods

Several small mods greatly smooth the rough edges of PZ's inventory management:

  • Inventory Tabs or Organized UI โ€“ let you filter items by category.
  • Simple Actions/Drop All โ€“ e.g. a mod to quickly drop your whole bag or equip set.
  • Common Sense โ€“ automates many actions that "should have been vanilla".
  • Reload All Magazines โ€“ one-click to reload all guns in your inventory.

MP Compatibility: Generally good, reduces micromanagement in MP.

Map Mods

The vanilla map is huge, but who doesn't want more? Popular map mods:

  • Raven Creek โ€“ a large city map mod, very dense urban area.
  • Bedford Falls, Grapeseed, Blackwood, Fort Redstone โ€“ many community maps that can be stitched into the main map.

If you use map mods, consider "Map Symbols Size Slider" mod โ€“ it lets you adjust the size of map icons.

MP Compatibility: Good if everyone has the mod. Be careful: adding huge maps increases server memory use and can affect performance.

Safehouse and PvP utilities

Mods like Player GPS (shows your friends on a mini-map), Safehouse Expansion (more options for safehouse respawn or sharing), or Faction Mod (if you want a formal faction system) are available.

For serious RP servers, there are mods for admin tools, player economy (trading posts, currency mods).

MP Compatibility: Varies by mod. Some add server-side features.

Anti-grief Mods

If you run a public server, mods like Lockable Doors (players can lock doors with keys so randoms can't barge in), or No Fire Spread (to prevent trolls burning everything) are useful.

B41 doesn't have an official anti-grief beyond admin policing, so mods fill that gap.

MP Compatibility: These are specifically for MP and usually work well.

(All the above mods are confirmed or generally known to work on Build 41 multiplayer as of the last stable update. Always check the Workshop page โ€“ look for notes like "updated for 41.73+" etc., which most have.)

The Build 42 Mod Conundrum

When Build 42 first dropped (unstable), the modding community faced a hurdle: the mod loader/format changed, breaking virtually all old mods. The devs basically refactored how Lua files are loaded (to support the new crafting and whatnot). So, none of the existing mods function in B42 until updated. As of early 2025, many popular mods have been updated or have beta versions for B42, but not all.

So what does a mod-lover do on B42?

First, identify critical mods that you really need and see if there's a B42 version:

  • Some mod authors maintain separate Workshop entries for B42. E.g., you'll see "[B42] ModName" as a new item.
  • Others updated the same mod to be dual-compatible (but this is less common because B41 and B42 code can differ a lot).
  • If a mod you absolutely need isn't updated, a community tip is: you can attempt to update it yourself. There's a Steam guide called "How To Update Your Mod for Build 42" โ€“ if you're tech savvy, you might fix a small mod for personal use. But for most, it's a waiting game.

Must-Have Mods for B42 (that are available)

The community quickly developed some "B42 fix mods" to address glaring issues:

  1. B42 Plumbing Fix โ€“ restores the ability to plumb sinks to rain collectors (which was bugged initially in B42).
  2. B42 Thread Consolidation Fix โ€“ fixes crafted clothing/threads problems (there were issues with thread and tailoring in early B42).
  3. B42 Smoker Fix โ€“ ensures the smoker trait works properly (initially B42 had smokers not getting stressed properly, etc.).
  4. Fix Wash Clothes/Yourself โ€“ water / washing was buggy in B42, this mod patches it.
  5. Rebalanced Prop Moving โ€“ fixes how furniture moving works (addressing an exploit or quirk in B42).

These were literally essential to play B42 comfortably, as noted by a Reddit user and echoed on PZFans. They "form the foundation of any B42 mod collection". If you jump into B42, install those first.

Beyond fixes, many quality-of-life mods have B42 versions now:

  • Common Sense, Rain Washes Blood, Inventory tabs, etc. โ€“ Many of these have been updated or had analogues made. For instance, Push Cars, Shoulder Slot, Exercise with Corpses, Reload All, Generator Time, Map Drawing, Build 1 at a Time, etc., are available and working in B42.
  • Content mods in B42: Some big mods began releasing B42 versions:
    • Brita's Weapon Pack now has a B42 patch (initially it didn't work due to model loading changes, but modders fixed it by early 2025).
    • Authentic Z was updated (so you can still have your fancy outfits in B42).
    • More Traits got a B42 version (some traits had to be adjusted for new systems, but it's there).
    • Many popular map mods were made B42-compatible (though note, if the map uses custom tiles and those tiles had changes in B42, you might see some oddities โ€“ but most map mods should still function).
  • New Mods for B42: Interestingly, B42's new features inspired new mods:
    • Surviving Through Seasons: enhances the new farming by adding more effects of seasons.
    • Craftable Long Sticks: since stick crafting changed, a mod lets you craft them easily again.
    • Water Goes Bad: now that games can last longer, one mod makes stored water stagnate over time, adding challenge for late-game.
    • Realistic Weapons/Armor mods: e.g. an "Armored Vests" mod adds ballistic vests (for those gunfights), updated for B42.

Important:

Build 41 mods are not automatically compatible with Build 42. You can't just copy them over โ€“ if they haven't been updated, enabling them will usually do nothing or cause errors. So, if you host a B42 server in the future, you'll need a fresh mod list built for B42.

For now, if you're on B41, enjoy the vast mod library. If you're on B42, check the Steam Workshop's Build 42 tag/collection โ€“ there are curated lists like "B42 Essential Mods Collection" containing 200+ mods that work on B42 (some of which also have B41 versions). That's a great way to quickly get the must-haves.

To close out the mod discussion, let's address one scenario: transitioning a modded server from B41 to B42 when the time comes. This will essentially be a fresh start โ€“ B41 mods won't carry over, so you'll wait until your must-haves are updated to B42, then start a new server on B42, re-subscribing to the updated mods. There's no shame in continuing a B41 server for months even after B42 stable is out, if mods lag behind. The community will likely keep two branches alive until the major mods fully migrate.

Multiplayer Workarounds in Build 42 โ€“ (If You Really Can't Wait)

We touched on this earlier, but here we'll detail the currently viable ways to enjoy Build 42 with friends before official MP returns. These are not true multiplayer in the traditional sense, but they let you cooperate in B42's world to some extent:

1. Local Split-Screen

Yes, PZ on PC supports split-screen for up to 4 players. This works in Build 42 because it doesn't rely on network code at all โ€“ it's the same computer. How to do it:

  • Connect game controllers (Xbox, PS controllers etc.). At least one controller is needed because only one player can use mouse/keyboard, others must use gamepad.
  • Start a single-player game in B42. Once in-game, press the A button (or X on PS) on each controller to add a new player. A new character creation will pop up for each.
  • The screen will divide into quadrants if 3-4 players, or horizontal split for 2.
  • Now you're playing couch co-op! It can actually be a lot of chaotic fun โ€“ imagine all huddled around when a horde comes, yelling at each other to run ๐Ÿ˜„.

Limitation: You share one view โ€“ if players wander far, the view will zoom out or not follow optimally. And the game can become UI-heavy on a smaller split portion. But it's functional.

This is confirmed to work in B42: "It is possible to play with up to 4 players locally on a PC, even in B42. A controller is required for this." So if you have family or roommates, try a local B42 session. (Pro-tip: only the "host" account's save is used; all players exist in that save.)

2. Steam Remote Play Together

This piggy-backs on split-screen. Steam's Remote Play Together feature allows you to stream your game to a friend as if they were a second local player. Essentially, you host split-screen, and invite a Steam friend to take over one of the splits via streaming.

  • Launch PZ, start split-screen (or even just be at main menu).
  • Open your Steam Overlay (Shift+Tab) and invite friend to Remote Play.
  • Steam will stream your game to them; they will need to control a gamepad slot (or you can give them keyboard control and you take gamepad).
  • Now you're "playing together" โ€“ the game thinks it's local coop, but you're in separate locations.

Limitation: Remote Play's quality depends on internet speed and ping. Valve has improved it, but some find it laggy. It might be fine for PZ since it's not a twitch shooter (but lag could still cause deaths if someone's input is delayed at a bad time).

One user noted it "handles much better now" than past attempts, after trying it for B42 co-op. So it's worth a shot, especially if Parsec seems too daunting.

3. Parsec (Game Streaming)

Parsec is a third-party app that essentially does what Remote Play does, but often with lower latency and more configuration:

  • Both host and client install Parsec (it's free for basic use).
  • Host runs PZ (split-screen).
  • Client connects to host's PC through Parsec, the host grants them controller input.
  • The friend will see the host's screen and can control the second player via their own controller or even keyboard (Parsec can send one player's WASD as gamepad input).

A Reddit user shared steps: "Download Parsec; friend does too. Stream the game via Parsec and grant second player access to keyboard or controller.". They tested and said "it worked excellently." The only catch they found: the second player couldn't open the crafting panel in B42 because of how UI focus worked. Their recommendation was to use a mod called "What Can I Craft?" which allows a second player to view craftable items via inventory, circumventing the issue.

Parsec basically tricks the game into thinking the remote player is just another local input. So all limitations are the same as local co-op (shared screen, etc.).

4. Unofficial MP Mods (Not Recommended)

Earlier, someone attempted a mod called "B42Multiplayer" to re-enable the disabled MP menus. While one could get the buttons to show by editing some Lua (removing the -- comments in the menu code), trying to actually host would throw errors in the network classes.

The workshop mod was taken down (possibly by dev request) and deemed "currently non-functional.". There's also mention of a Nexus mod that added MP packets, but it's highly experimental. These hacks are very unstable โ€“ you'll likely get desyncs, crashes, and could even corrupt save data. Unless you're extremely desperate and tech-savvy, it's better to wait for official MP than to try to brute-force it via a mod.

So, those are your options if you must play B42 with friends now. The experience won't be as smooth as true multiplayer, but it can be surprisingly enjoyable. A duo on Remote Play might treat it like an extended split-screen session. It's almost like how we'd play on a couch, but over the internet.

One creative idea: some groups have done "streamer server" where one person plays B42 and streams on Discord, and others role-play as if they're there, telling the player what to do or making decisions together. This is more for roleplay/story events โ€“ not actual interaction, but it shows how people find ways to have fun collectively even with single-player.

Alright โ€“ we've covered a huge range of topics. By now, you should feel equipped with knowledge on both versions, how to play, and what to expect.

Before we conclude, let's provide a patch history of multiplayer-relevant changes for those interested in the nitty-gritty of how PZ has evolved from B41 through B42. (Feel free to skip if you're not into changelogs โ€“ we've tucked it in a collapsible section.)

Patch History: Multiplayer Highlights

๐Ÿ“œ Patch History: Multiplayer Highlights (Build 41 to 42) - Click to expand

Dec 20, 2021 โ€“ Build 41 Released (Stable)

After a long beta, Build 41 became the new stable version. Major MP overhaul:

  • New multiplayer built from the ground up โ€“ vastly improved sync for player/zombie movement. Compared to Build 40, this was night-and-day (no more "teleporting" every few seconds).
  • Huge animation, combat, and systems update accompanying it (essentially a "sequel" to old PZ, as devs said). This laid the foundation for all MP we enjoy now.

Jan 2022 โ€“ Build 41.60+ (MP beta patches)

Initial patches fixed critical MP issues as the mass playerbase jumped in:

  • Fixed VOIP not working for some, server optimizations, etc. (Exact notes not cited, but numerous hotfixes around this time.)

Feb 2022 โ€“ Build 41.66 (Stable update)

  • Added toggle for Sleep in multiplayer (coordinated sleep voting). Many servers still kept sleep off due to synchronization issues, but this patch made it possible for all players to sleep at once to fast-forward night โ€“ a big community request.
  • Vehicle physics tweaks in MP (to reduce desync collisions).

Oct 4, 2022 โ€“ Build 41.77 (Unstable/then Stable)

  • Introduced a Direct Connection port (16262 UDP) in addition to 16261, improving how clients connect to servers behind NAT. This required hosts to forward an extra port.
  • Wider test of MP stability with larger player counts was done then, ensuring architecture could scale.

Nov 10, 2022 โ€“ Build 41.78 (Stable patch)

Considered a final polish update for Build 41:

  • PvP Knockdown Toggle added (KnockedDownAllowed server setting) to alleviate frustrating PvP stunlock.
  • Anticheat adjustments to reduce false positives (Type 3 & 5, related to lua checksums).
  • Quality-of-life: Tab-autocomplete in chat for player names, making communication smoother.
  • RCON command to check mod updates remotely.
  • MP bug fixes: safehouse claiming fixed, map annotations now sync to all players properly, endurance and injuries properly sync on Admin health panel, bleach poisoning toggle fixed in MP.
  • Dozens of other fixes (UI, items, etc.) โ€“ 41.78.x series was all about tightening screws on the B41 experience.

Dec 18, 2024 โ€“ Build 42.0 (Unstable) released

  • Multiplayer disabled. Official statement: saves/mods from 41 not compatible, and "multiplayer is disabled" in this early unstable.
  • New features: expanded map (3 new towns, underground areas), new lighting engine, animals, new crafting systems, dynamic music, player voices, etc. Essentially, the groundwork for all the exciting stuff discussed.
  • Many features not fully implemented yet (e.g., expanded crafting professions, some animals like raccoons, and of course MP).
  • Aim: gather player feedback, stabilize SP.

Jan 2025 โ€“ Build 42.2 and 42.3 (Unstable patches)

  • 42.1.0: Complete rework of ranged combat introduced. (Likely first unstable patch post-launch.)
  • 42.2.0 & 42.3.0: Quick successive patches addressing melee bugs (zombie reach issues fixed) and other issues. Reverse engineering of items added in 42.3 (players can disassemble items to learn recipes) โ€“ a notable gameplay change.
  • Ongoing performance tweaks, balance changes (e.g., tweaking the loot "pre-looted building" mechanic and farming seed returns due to feedback).

Mar 2025 โ€“ Build 42.5 and 42.6 (Unstable)

  • Changelogs show 250+ fixes and additions by this stage (one YouTube mention said "massive patch with 250 fixes" in early 2025).
  • Likely content: Metal fences became breakable (promised feature), polishing hunting (e.g., adding migration patterns for deer, fixing their AI), adding missing craftables.
  • Some features toggled on: e.g., Basements were enabled (initially rare, then more common as testing progressed).
  • Multiplayer still off, but devs possibly started internal testing. A forum discussion in Mar 2025 had devs hinting "unstable build needs more work before MP; possibly will enable when feel core systems are solid".

(At time of writing โ€“ May 2025 โ€“ Build 42 is still in unstable beta. Multiplayer reintroduction is anticipated in a future 42.x patch or when 42 goes stable. Devs have not given a public date, but community speculation points to Summer or Fall 2025 for B42 stable & MP, depending on how testing goes. Meanwhile, Build 43 (with NPCs) is on the horizon after that, likely 2026.)

Conclusion & Checklist

Project Zomboid's journey from Build 41 to Build 42 represents a huge leap โ€“ not just in features, but in the multiplayer experience that is yet to fully unfold. Build 41 is currently the go-to for multiplayer, offering a stable and moddable platform for countless hours of co-op survival. Build 42, while single-player only for now, gives us a thrilling taste of what's to come: richer late-game, deeper collaboration mechanics, and yes โ€“ eventually โ€“ a much improved multiplayer that will feel fresh and challenging in new ways.

To recap for our survivors out there:

  • If you want to play with friends now: Stick to Build 41. Use this guide to set up your server or host, and enjoy the wide array of mods to tailor your experience.
  • If you're experimenting with Build 42: Have fun learning the new systems! Maybe run a parallel B42 game to master hunting and crafting. And try those workarounds if you want to share the experience with a buddy.
  • On the horizon: Once the developers flip that multiplayer switch for B42, get ready for a renaissance of Project Zomboid MP. Plan that new server start, update those mods, and possibly adjust to new strategies (no more infinite potatoes, boohoo says your farmer, but hey, you have pigs now!).

The community's sentiment can be summed up as eager patience. We're eager for B42's MP (who doesn't want to rebuild civilization with their friends in Kentucky?), but we're patient because we know the wait will make it better. As one community member wisely pointed out, "It's better to delay multiplayer than to release something half-baked that frustrates players." Given how far PZ has come โ€“ one of the oldest Early Access games still getting massive updates โ€“ a little more waiting for quality is a price we're willing to pay.

In the meantime, Project Zomboid Build 41 continues to offer one of the most compelling cooperative experiences in gaming. So gather your group, double-check those port forwarding rules, mod up if you like, and dive back into Knox Country. And if you venture alone into the wilds of Build 42, take notes โ€“ you'll be the one teaching your friends how to ranch cows and forge steel when the multiplayer update hits!

Stay safe out there, survivors โ€“ and remember: in multiplayer, no one has to eat their dead rat stir-fry alone. Good luck!