Soft Reset a Project Zomboid Server (Build 42.19)
Build 42.19 Host Game soft reset · back up the complete save and server configuration first
A soft reset refreshes a hosted multiplayer world without deleting the whole map. Use it when loot and corpses are spent, but you still want buildings and player constructions to remain. This page covers the Host Game button path, the six effects the game lists, backup and identity IDs, the normal post-reset shutdown, and how to spawn vehicles with admin commands when soft reset is not the right tool.
Zomboid/Saves/Multiplayer/<server>/, the matching files under Zomboid/Server/ (INI, sandbox, spawn regions), and write down the current ResetID and ServerPlayerID values.
Build 42 worlds also store animal, basement, and other systems inside that save data—copy the whole tree rather than selected chunk files only.
What the Host Game soft reset actually does
On the main menu, open Host (shown as Host Game), select the existing world, and use the SOFT RESET button. The confirmation dialog lists the effects. In Build 42.19 it states that a soft reset:
| Effect listed by the game | What that means in practice |
|---|---|
| Keeps buildings and constructions | Map structures and player-built work remain. Soft reset is not a full world wipe and is not a B41→B42 upgrade path. |
| Removes items from containers and on the ground | Loot in world containers and floor piles is cleared. Items on a character inventory are outside this list—plan storage before the reset if players must keep gear. |
| Removes corpses, zombies, and zombified players | Body piles and living zombie populations are cleared so the world can repopulate under current sandbox rules. |
| Removes blood splatter | World blood marks are cleaned up with the other world clutter. |
| Resets the game clock | In-world time returns to the early calendar state defined by the reset process. |
| Resets building alarms | House and building alarm states return to their starting state after the reset. |
The same dialog notes that the process can take several minutes. Plan only around those six listed outcomes from the Host confirmation.
Usually preserved
- Map tiles, buildings, and constructions
- Vehicle positions—but not necessarily ignition keys, current-key state, or vehicle-container contents
- Server config files unless you edit them yourself
Always expect to lose
- Container and ground loot
- Corpses, zombies, and zombified players
- Blood, prior alarm state, and the previous game clock
How to run SOFT RESET from Host Game
- Tell players to log off. Soft reset is a world maintenance step, not a live hot-reload.
- Stop the host/server cleanly, then copy the full save and
Serverconfig tree to a dated backup folder. - Record
ResetIDandServerPlayerIDfrom the server INI before you continue. - Launch the client, open the main menu, and click Host.
- Select the world you want to refresh, then click SOFT RESET.
- Read the confirmation list carefully. Confirm only if those six outcomes match what you want.
- Wait for the progress state to finish. The host process commonly ends with a normal shutdown after completion.
- Start the world again without requesting another soft reset, then check loot, time, and player login behavior.
After soft reset: NormalTermination and player IDs
When the Host soft-reset job finishes, the local server often exits with a NormalTermination style shutdown. That message means the process closed on purpose after the job, not that the save was deleted. Start the server again through the normal Host or dedicated-server path. If every restart immediately terminates again, check whether a soft-reset launch flag or leftover host state is still active instead of re-running soft reset blindly.
ResetID and ServerPlayerID.
In-game tooltips describe them as the pair that ties a soft-reset world state to whether a client must create a new character, and they recommend backing the values up.
ServerPlayerID may change through soft resets. If a player is forced onto character creation after a reset you intended to keep, restore the backed-up IDs only after you know which identity state your community needs, then retest on a copy first.
What soft reset is not
Not a Build 41 → 42 migration
Soft reset keeps the existing world data model. Moving from Build 41 into Build 42 requires a fresh world for the new systems, not a soft reset of an old save.
Not a vehicle refill tool
Soft reset does not advertise vehicle removal or vehicle respawn. Existing cars stay where they are, but position retention does not preserve every vehicle state: the reset path clears the key in the ignition/current-key state and can repopulate vehicle containers. Remove keys and valuable cargo before the reset, then inspect each important vehicle afterward. Fresh natural vehicle placement for newly added vehicle types still follows normal map population rules for unvisited areas.
Build 42 also adds wildlife, animal husbandry data, basements, and other world systems beyond the classic loot-and-zombie cleanup list. Because the Host prompt only documents the six effects above, treat animal populations, basement loot state, and other B42-only data as part of the full-save backup boundary: restore from backup if anything outside the listed effects is wrong after the reset.
Spawn vehicles with admin commands (separate from soft reset)
If the goal is to place a specific vehicle now, use admin commands. That is forced spawning, not the same thing as natural world population after a soft reset.
1. Grant a real access level
In-game command syntax:
/setaccesslevel "username" "accesslevel"
Levels listed by the game include Admin, Moderator, Overseer, GM, and Observer.
The first argument is the player’s actual username string, not the word job.
/setaccesslevel "rj" "admin"
2. Spawn with a full vehicle script name
In-game command syntax:
/addvehicle "script" "user or x,y,z"
Use the full script id, including the module prefix. The ambulance example from the game help text is:
/addvehicle "Base.VanAmbulance" "rj"
Or spawn at map coordinates (x, y, z). Prefer a real in-world tile, not 1,1,1, which is outside normal playable town areas:
/addvehicle "Base.VanAmbulance" "10625,9650,0"
Replace the numbers with a coordinate from your map, debug view, or a standing player’s position. The second argument can be either a username or an x,y,z triple.
| Method | What it does | Common limit |
|---|---|---|
| Natural generation / mods that add vehicle types | Vehicles appear through normal map population as chunks are created or refreshed by the game rules. | Newly added mod vehicles typically show up in areas not already generated for players, unless another tool or wipe recreates that data. |
/addvehicle |
An authorized admin forces one vehicle script at a user or coordinate immediately. | Requires a correct script name and a valid target. It is not blocked by “already visited chunk” the way natural first-time population is. |
| Soft reset | Clears the six Host-listed world states and keeps buildings/constructions. | Does not replace a vehicle spawn workflow. Plan cars separately. |
Quick checklist
- Full save + server config backup, including B42 animal and basement-related world files as part of the whole tree.
- Write down
ResetIDandServerPlayerID. - Run Host → SOFT RESET only after players are offline.
- Accept NormalTermination-style exit, then start the world normally.
- Confirm loot/zombie refresh and whether characters can rejoin without forced recreation.
- Use
/setaccessleveland/addvehicle "Base.…"only when you need manual vehicle placement.