Zombie Server Settings: Build 41 & 42s PvE Havens vs PvP Mayhem
Project Zomboid Server Settings (Build 41 & 42) โ The Ultimate Toolbox Guide
Welcome, survivor-hosts, to a comprehensive toolbox guide for Project Zomboid server settings! Here we'll explore everything you need to fine-tune a multiplayer server on Build 41 and Build 42 โ whether you're running a cooperative PvE haven or a brutal PvP battleground.
Contents
- 1. Server Setup Basics โ From Build 41 to 42
- 2. Zombie Behavior & Difficulty Tuning
- 3. World Settings: Loot, Loot Respawn, and Environment
- 4. Tuning for PvE vs PvP โ Two Sides of the Apocalypse
- 5. Safehouses & Factions in Detail โ Community Building Blocks
- 6. Admin Tools & Moderation โ Overseeing the Apocalypse
- 7. Modded vs Vanilla โ Expanding (or Exploding) Your Server
- 8. Hosting & Performance Optimization โ Keeping It Smooth and Stable
- Conclusion โ Your Server, Your Story
1. Server Setup Basics โ From Build 41 to 42
Project Zomboid's server system revolves around a few key files and settings. If you're new to hosting, Build 41 introduced the revamped multiplayer framework and Build 42 builds upon it with new features (like an official mod manager and expanded late-game). Don't worry โ the core ideas remain the same, and we'll highlight version differences as we go. For comprehensive server administration strategies, check out our complete admin survival guide.
1.1 Understanding the Core Server Files
When you first install a Project Zomboid dedicated server (or host via the game's Host menu), the game generates four main files that control the game world:
- servertest.ini โ The primary server config (server name, ports, PvP on/off, passwords, etc.). We'll dissect many of its settings in this guide (it's a treasure trove of options).
- servertest_SandboxVars.lua โ The sandbox settings for the world (this defines zombie behavior, loot spawns, environment settings โ essentially how the apocalypse behaves).
- servertest_spawnpoints.lua โ Defines spawn locations for new players. By default, it includes the standard towns (Rosewood, Muldraugh, West Point, etc.). If you add custom map mods, this might need updating to include those.
- servertest_spawnregions.lua โ Groups spawnpoints into named regions that players see on join (e.g. "Kentucky, Knox Country"). This updates when you add map mods or new regions.
All these files reside in the server's install directory (.../Zomboid/Server on a dedicated machine) or in your user profile Zomboid folder if you're hosting via the game (on Windows: C:\Users\<YourName>\Zomboid\Server\ by default).
Pro Tip: Edit with care. It's usually safest to shut down the server before editing these files, then restart after saving changes. Also, keep backups โ a small typo in the .lua can break your server start, so you'll be glad to have the original to roll back to. For detailed configuration guidance, see our comprehensive server settings guide.
1.2 Using the In-Game Settings GUI (Recommended)
If you aren't comfortable editing text configs directly, Project Zomboid provides a handy GUI method:
- Launch the game, go to Host > Manage Settings.
- Click "Create New Settings" or edit an existing preset. This brings up a multi-tab interface where you can adjust every sandbox setting with helpful descriptions.
- After tweaking (take your time โ we'll cover what many settings do in upcoming sections), save the settings with a unique name (e.g. "MyCoopServer1" โ avoid naming it "servertest" to prevent confusion or overwrite).
This will save a <YourPresetName>_SandboxVars.lua and associated files in your Zomboid folder. You can then upload or replace the server's files with these. Many server hosts (G-Portal, etc.) let you upload these via FTP or a control panel.
Using the GUI ensures you don't miss an option or make a syntax error โ plus it gives explanations for each setting on the screen. As one guide put it, "you can edit these config files with the benefit of the game GUI, instead of by hand without an explanation". Especially if you're new, this is a lifesaver.
1.3 Differences in Build 42 Setup
Build 42 doesn't drastically change how you configure the server, but it brings some quality-of-life improvements:
- An official mod manager UI in-game allows easier enabling/disabling of mods (so you might not need to manually edit Mods= lines as often โ more on that in the Mods section).
- Certain new features like animals or new crafting stations may introduce additional sandbox settings in the SandboxVars.lua. Always check patch notes; for instance, if there's an "Animals" section, you might see new options for wild animal spawns or breeding.
- Build 42's focus was also on letting servers run longer and handle more data, so behind the scenes there are performance tweaks (e.g. save file handling) that you don't need to configure, but you should be aware that B42 servers are not backward-compatible with B41 saves. If you're upgrading, you'll likely start a fresh world.
In summary, whether you're on B41 or B42, the initial setup process is similar. The key is knowing what each setting does โ and that's exactly what we'll cover next, starting with the stars of the show: the undead.
2. Zombie Behavior & Difficulty Tuning
Zombies are the core antagonists of Project Zomboid, and the game gives us a sandbox toolbox to shape them to our liking (or to our players' screams). This section will cover how to adjust zombie population, their abilities (speed, strength, etc.), and related systems to dial in the challenge. Whether you want a casual PvE experience with slow shamblers or a hardcore nightmare with sprinting super-zombies at every turn, this is where you set it up.
2.1 The "Zombie Lore" Settings (Speed, Strength, etc.)
"Zombie Lore" refers to the set of options that define what zombies are like in your world โ basically, your world's zombie canon. In the server SandboxVars, these are grouped under ZombieLore = { ... }. Let's break them down:
Zombie Lore Setting | Possible Values (Default = bold) | Effect on Gameplay |
---|---|---|
Speed | Sprinters (very fast) Fast Shamblers (jogging) Shamblers (default) Random |
Faster zombies = harder to kite or escape. Sprinters can outrun players (very deadly); Shamblers are slow but numerous. "Random" mixes it up per zombie. |
Strength | Superhuman Normal (default) Weak Random |
Higher strength = more damage per hit and faster door destruction. Weak means zombies struggle to kill unless they gang up. |
Toughness | Superhuman Normal (default) Fragile Random |
Higher toughness = more hits to kill. Fragile zombies go down easy (good for PvE or high-population settings). |
Transmission | Blood+Saliva (default) Saliva Only Everyone's Infected None |
Controls if/how zombie infection spreads to players. "None" = no infection (you only die from physical damage). "Everyone's Infected" means death is inevitable eventually (for roleplay masochists). |
Infection Mortality | Instant, 0โ30 sec, 0โ1 min, 0โ12 hrs, 0โ2 days, 2โ3 days (default), 1+ week, Never | How long after infection a player dies and turns. Short = very little time to act (basically incurable); long = gives a chance for roleplay or finding a cure mod; Never = infection is non-lethal (you carry it). |
Reanimation Time | Instant, 0โ30 sec, 0โ1 min, 0โ12 hrs, 0โ1 day (default), etc. | Time for a dead infected character to reanimate as a zombie. Short times can surprise players; longer times mean corpses stay corpses longer. |
Sight | Poor, Normal, Keen, Eagle Eye, Random | Affects how far zombies can see and how easily they spot the player. Poor = easier stealth, Eagle Eye = they spot you from afar if in line of sight. |
Hearing | Poor, Normal, Pinpoint, Random | Affects how far and accurately zombies hear noises. Pinpoint hearing means even your quieter activities (opening a can, maybe) could draw attention if close. |
Anecdote: I once joined a server that advertised "Realism Mode โ Walking Dead style". They had set Transmission to Everyone's Infected and toughness to Fragile. The result? Huge hordes of shamblers that were easy to kill individually (one or two hits), BUT every survivor was doomed to eventually die and turn, no matter what. It created a poignant tension: even as we cooperated to build a base, we knew any death, even from falling or PvP, meant our friends would have to put us down. It was a very thematic experience!
2.2 Population and Respawn โ How many zombies and where?
The Advanced Zombie Options (in the Sandbox) determine the zombie population distribution across the map, how it grows over time, and if (and how) zombies respawn in cleared areas. Tuning these is key to balancing difficulty, especially on multiplayer servers where lots of players might clear areas quickly.
Key settings under Advanced Zombie Options include:
- Zombie Count (Population Multiplier): Sometimes just called "Zombies" in the GUI with values like Insanely Low, Low, Normal, High, Insane. This is a global multiplier on the baseline zombie population. Default (Normal) is typically 1.0ร. "High" might be 1.5ร, "Insane" could be 4.0ร (exact values vary but for reference, Insane means a lot of zombies โ whole streets filled).
- Population Peak Day & Peak Multiplier: These work together to simulate the idea that as days go by, more zombies migrate into the area.
- Respawn Hours: How often (in in-game hours) the game will respawn zombies in a chunk that has fallen below the desired population. If set to 0, no respawn will happen at all (once cleared, an area stays cleared โ unless migration brings new ones).
- Respawn Unseen Hours: A crucial one for MP โ this is how long a chunk (like a "cell" area of the map) must be unseen by any player before respawn will occur there.
Population/Respawn Setting | Typical Range / Options | Notes for Server Tuning |
---|---|---|
Zombie Count (Pop. Multiplier) | Insanely Low (0.1ร) up to Normal (1.0ร) to Insane (4.0ร or more). Default SP Apocalypse ~1.0. | Key driver of how crowded the map is. For high player count servers (16+), consider keeping this at Normal or High so there's enough zeds to go around. Insane can overwhelm even groups and strain CPU with giant hordes. |
Population Peak Day | Any day number (Default ~28). | A later peak day gives new players some breathing room. Earlier peak = intensity ramps up fast. Setting this very high (e.g. 100+ days) makes the increase very gradual. |
Population Peak Multiplier | 1.0 (no increase) up to 2.0, 3.0, etc. Default ~1.5 or 2.0. | How much more crowded it gets by peak day. If Peak Mult = 1.0, population stays constant. For long-term servers, a moderate growth (1.5ร over a month) keeps things interesting as time goes on. |
Respawn Hours | 0 (off) or a value like 24, 72, 168, etc. Default often 72. | How frequently to run respawn check. "0" means no respawn at all. Many community PvE servers use 0 to eventually clear areas. If you want a constantly living world, keep it on (e.g. 72 hours). |
Respawn Unseen Hours | e.g. 12, 16, 24, 48, 72โฆ Default ~16. | How long a chunk must be unseen to be eligible. If your players tend to stay around their bases, setting this higher ensures zombies don't pop up in an area someone just left. |
2.3 Special Events and Meta-Game Settings
Project Zomboid has a "Sadistic AI Director" that controls meta-events โ basically, things that happen to keep you on your toes beyond just wandering zeds. The notable one is the Helicopter Event. By default, about 1 week in, a random helicopter shows up and buzzes around, attracting every zombie for miles to your position. It's a fantastic story generator (and often marks the first death of many survivors).
However, on a multiplayer server, especially PvE, the heli can be chaos: it'll attract a massive migrating horde that could flatten smaller bases or overwhelm new players. Many PvE server hosts choose to turn off the helicopter meta-event entirely. You can do this under the Sandbox settings (Sadistic AI Director > Helicopter = Never). Or set it to "Sometimes" or "Once" depending on your flavor.
2.4 Build 42 Zombie & Combat Changes
It's worth noting that Build 42 (when fully released) includes some combat rebalancing and possibly different default behaviors. For example, the devs mentioned they "completely rebalanced the game" in terms of combat in early B42 testing, and that zombie distribution may feel different.
One big addition on the horizon (though likely Build 43+) is NPC survivors โ that will be a game-changer for server settings, but since B42 doesn't have official NPCs yet (aside from animals), we won't digress. Just know the devs plan to eventually let you configure NPC behaviors similarly to zombies (exciting times ahead).
Example Zombie Settings Lua
SandboxVars = { Zombies = 4, -- 4 = "Insane" population (4x default) PopulationMultiplier = 4.0, -- explicit same as above, if needed PopulationPeakMultiplier = 4.0, PopulationPeakDay = 14, -- reach peak in 2 weeks (fast ramp-up) RespawnHours = 48, -- respawn check every 2 days RespawnUnseenHours = 24, -- a full day unseen needed to respawn RespawnMultiplier = 0.1, -- 10% of zombies respawn per cycle ZombieLore = { Speed = 1, -- 1 = Sprinters (fast!) Strength = 3, -- 3 = Weak (balances sprinters a bit) Toughness = 3, -- 3 = Fragile (easy to kill if you can hit them) Transmission = 1, -- 1 = Blood+Saliva (standard infection) Mortality = 4, -- 4 = 0โ12 hours (if infected, you turn within half a day) Reanimate = 2, -- 2 = 0โ1 minutes to reanimate Cognition = 3, -- use 3 if present for basic cognition (they open doors or not) Sight = 2, -- 2 = Normal sight Hearing = 2, -- 2 = Normal hearing Memory = 3, -- 3 = Long memory (they remember longer) }, -- ... other settings ... }
In the above, we've created a nightmare mode: sprinters that are weak but numerous and can respawn. This is just for illustration โ adjust values to your taste.
3. World Settings: Loot, Loot Respawn, and Environment
Now that the living (players) and the dead (zeds) are in the mix, we should talk about the world itself โ mainly loot availability, item respawn, and environmental factors. Tuning loot is vital: too scarce and your players may starve or get frustrated, too abundant and the survival aspect diminishes quickly. This section also covers things like item cleanup and nature progression which, while subtle, can impact server performance and gameplay.
3.1 Loot Rarity and Item Respawn
In sandbox settings, loot rarity can be set for different categories, typically: Food, Weapons, Other (Misc) and possibly specific ones like Medical or Survival Gear. In the GUI you have dropdowns from "None" (no loot of that type will spawn at game start) up through Insanely Rare, Rare, Normal, Common, and sometimes even Abundant (the naming varies slightly).
Loot Setting | Options / Values | Server Considerations |
---|---|---|
Overall Loot Rarity | None (0%) Insanely Rare (very scarce) Extremely Rare Rare Normal (default SP) Common (lots of loot) Abundant (tons of loot) |
You can set a general rarity or per-category. Many servers set Weapons rarer than Food, etc. High player count PvE servers might bump food to Common so everyone can eat. Setting to Insanely Rare creates a brutal scavenging experience. |
Food Loot | (Same spectrum as above) | Food is critical early on. If you have farming and fishing and trapping, you might afford rarer canned goods to force self-sufficiency. But newbies really struggle if even houses have no food โ keep that in mind. |
Weapon Loot | (Same spectrum) | On PvP servers, you might actually reduce weapon spawn (Rare or Insane) to make PvP a bit more high stakes (knives and melee rule, guns are coveted). Or vice versa, maybe you want a deathmatch arena and make weapons Common. |
Loot Respawn Enabled | Yes/No (Default No in most SP). | For MP, default is often No as well, but consider enabling if your world is persistent and you expect areas to get cleaned out. |
Loot Respawn Interval | E.g. Every 7 days, 14 days, 30 days, etc (game time). | Set how often loot refills. A longer interval (2-4 weeks) can be good so that it's a treat when an area regains loot, not too gamey. |
3.2 World Decay, Item Cleanup, and Time Progression
The apocalypse isn't just about zombies and loot โ the world itself changes over time. Two important aspects:
- Erosion (Nature taking over): This controls how fast vines grow, grass cracks through roads, etc. Default is 100 days to full erosion. You can set it slower or faster.
- Blood and Corpses Cleanup: Project Zomboid by default does not auto-remove corpses or blood unless configured. Piles of corpses can cause FPS drops for clients and maybe server strain if hundreds accumulate.
Other important settings include:
- HoursForCorpseRemoval: After how many in-game hours should corpse bodies disappear. Default might be 216 hours (9 days) or something, but in Apocalypse preset it's often 0 (meaning never auto-remove).
- HoursForWorldItemRemoval and WorldItemRemovalList: This allows the server to periodically remove certain clutter items from the ground.
- Time and Season: Think about the server's start date (in sandbox "Start Month" and "Start Day"). Many servers stick to default July, which is fairly temperate.
- Day Length: You can adjust day length (e.g. 1 hour = 1 day, or real-time, etc.). Most servers leave it at 1 hour = 1 day or 2 hours = 1 day.
Performance Tip: If you never remove corpses, eventually the map file and client memory of objects can become huge. I was on a server where after a massive base defense we had literally 500+ corpse objects in a cell; some players experienced stutters entering that area. The admin set corpse removal to 12 hours and world item removal for clothes, and next day the area was clear and FPS improved โ problem solved (at cost of some realism, but worth it).
3.3 Safehouse and Faction Settings in World Context
We have a dedicated section on Safehouses and Factions (Section 5), but a brief note here because it intersects with world/loot:
There is a sandbox option "HoursForLootRespawnSafehouse" or similar โ meaning, if you allow safehouse owners to have loot respawn in their safehouse area or not. By default, claimed safehouses might block loot respawn (so others can't exploit it). Some servers let safehouse owners get a small loot refresh in their zone, but it's not typical. Usually safehouse zones just behave like no-loot zones once claimed, to avoid weirdness.
3.4 Late-Game: Power, Water, and Generator Rules
One more world aspect: electricity and water shutoff. In PZ, by default, within 0-30 days the power and water will shut off (randomly in that span). Multiplayer servers often configure this differently depending on desired difficulty:
- Some set the shutoff to a narrow window (forcing players to scramble to set up generators early).
- Others extend it (e.g. 0-90 days) so that casual players have more time before the lights go out.
- Or even disable shutoff (power stays on indefinitely) for a more PvE creative style server.
Anecdote: A PvE roleplay server I was on deliberately set electricity shutoff to just 5 days, and announced that "the grid is failing โ secure generators!" This caused some great emergent gameplay: players formed teams scavenging for generators and fuel in a hurry. It gave a sense of urgency early on and got people cooperating. Conversely, a newbie-friendly server kept power on permanently so that new players wouldn't have to hassle with generators, focusing more on learning basics of survival first.
4. Tuning for PvE vs PvP โ Two Sides of the Apocalypse
Project Zomboid servers generally fall into two categories: PvE (Player vs Environment) where cooperation is key and players don't (usually) intentionally harm each other, and PvP (Player vs Player) where all bets are off โ you're as likely to be killed by a rival survivor as a zombie. There's also the middle ground of roleplay servers where PvP might be restricted or permission-based. This section covers what settings you should consider for each mode and how to set up a server that clearly enforces the intended style of play.
4.1 Enabling or Disabling PvP (PVP and Safety System)
The most straightforward switch is in servertest.ini: PVP=true or false. This globally turns on or off the ability to hurt other players. If PVP=false, the server is strictly non-PvP โ players cannot damage each other even with friendly fire. It's ideal for PvE co-op. If PVP=true, then PvP is possible โ but how it manifests depends on the SafetySystem setting.
SafetySystem (true/false): If enabled (SafetySystem=true, which is the default if PvP is on), Project Zomboid uses a "PvP toggle" mechanic. Players have a little skull icon on the UI; clicking it (taking a couple seconds) turns on PvP mode for that player (the skull icon becomes solid). Only when one player is PvP-enabled can they hurt others (and only those not in the same faction, more on that in a moment).
Setting | PvE Server | PvP Server |
---|---|---|
PVP (ini setting) | False (no player damage) | True (player damage enabled) |
SafetySystem | True (can leave true; no effect if PvP false) | True (if you want PvP opt-in via toggle) False (for full always-on PvP) |
SafetyToggleTimer / Cooldown | Can keep default (2s/3s) or even shorter (instant safety isn't a big deal in PvE). | Possibly increase (e.g. 5s toggle, 10s cooldown) to prevent abuse of toggling mid-fight. |
ShowSafety (skull icon) | Irrelevant (no PvP) | True โ important so players identify who is dangerous. |
Global Chat | On (encourages cooperation) | On or Off (Off for hardcore/immersion, On for coordination or trash talk). |
4.2 Factions โ Friend or Foe Identifier
On PvP servers, factions become quite important. A faction in PZ is basically a group of players who have formally joined together via the game's interface (the admin can allow faction creation freely, which is default if Faction=true). The benefits:
- You can see your faction members' names by default and on the player overlay map, even at a distance. No more guessing if that human silhouette is your buddy or an enemy.
- You can (optionally) disable friendly fire within faction. The game has an option in the Faction UI: "Allow PvP against faction members" which you can toggle off.
- Factions have a chat channel (if global chat is off, faction chat allows coordination in group).
- A sense of identity: many servers encourage forming factions (groups/clans). In some RP scenarios they stand for different ideologies, etc.
Faction settings in servertest.ini:
- Faction=true/false toggles whether players can create factions at all. On a pure solo-coop PvE server, you could even disable it to avoid confusion, but there's little harm leaving it true.
- FactionDaySurvivedToCreate=0 by default. You can require players to have survived X days before they are allowed to start a new faction.
- FactionPlayersRequiredForTag=1. This determines when a faction gets a tag (like a label prefix on names).
4.3 Safehouses โ Securing Your Base (and how PvP affects them)
Safehouses are closely related to PvP/PvE because they control territory and what other players can do in that territory:
- On a PvE server, safehouses are primarily to prevent accidental looting or messing up of someone's base. With PvP off, you don't worry about base raiding combat, but someone could still wander in and eat all your food or take your car.
- On a PvP server, safehouses provide a measure of offline protection (depending on settings). If you allow safehouses and don't tweak anything, a non-member cannot trespass or loot inside.
Key safehouse settings (revisited, but now in context of PvP/PvE):
- PlayerSafehouse=true/false: Master switch to allow players to claim safehouses. For PvE, keep this true (players can claim). For a hardcore PvP server, you might set false (no one can claim safehouses at all).
- SafehouseAllowTrepass=true/false: If true, non-members can enter the building (open doors) but not take loot. If false, non-members are physically barred from entering (the door won't open for them).
- DisableSafehouseWhenPlayerConnected=false/true: This one is very interesting for PvP. If true, when any member of a safehouse is online on the server, that safehouse loses its protection (becomes a normal building).
Example PvE Config
PVP=false GlobalChat=true Open=true # public server, anyone can join SafetySystem=true # (ineffective because PVP false) ShowSafety=true # (doesn't matter really) NoFire=true # disable fire spread to prevent grief PlayerSafehouse=true SafehouseAllowTrepass=false SafehouseAllowLoot=false SafehouseAllowFire=false # fire can't burn safehouses SafehouseAllowRespawn=true SafehouseDaySurvivedToClaim=1 SafeHouseRemovalTime=240 # 10 days inactivity DisableSafehouseWhenPlayerConnected=false Faction=true FactionPlayersRequiredForTag=1
Example PvP Config (with safety)
PVP=true GlobalChat=false # local chat only for realism SafetySystem=true ShowSafety=true SafetyToggleTimer=5 SafetyCooldownTimer=30 NoFire=false # allow fire (dangerous weapon!) PlayerSafehouse=true SafehouseAllowTrepass=true # raiders can enter SafehouseAllowLoot=false # but cannot loot unless base is "open" SafehouseAllowFire=true # fire can damage safehouse (so Molotovs work) SafehouseAllowRespawn=false # no free respawn at base SafeHouseRemovalTime=144 # 6 days offline = base unclaimed DisableSafehouseWhenPlayerConnected=true # base raidable when online Faction=true FactionPlayersRequiredForTag=2 # need 2 members for tag
5. Safehouses & Factions in Detail โ Community Building Blocks
Project Zomboid's multiplayer isn't just about surviving against zombies โ it's also about forming communities (or rivalries) among players. The Safehouse and Faction features are the game's built-in tools to facilitate this. They let players carve out a piece of the world as "theirs" and team up under a common banner.
5.1 Safehouses โ Your Home in Knox County
A safehouse in PZ is a claimed building (or area) that grants certain protections and privileges to its owner and members:
- Only the owner (and any players the owner has invited) can open doors/windows, loot containers, and sleep there. It's like an ownership claim.
- It can serve as a spawn point (if allowed) for its members โ very handy in co-op so you can respawn at base instead of a random spawn town.
- It is marked on the map for members, making navigation easy to your home.
How players claim a safehouse: By default, a player must be inside a building, right-click the floor and choose "Claim Safehouse". If that option doesn't appear, it means either safehouses are disabled on the server, the building is not eligible (non-residential, or maybe too close to another safehouse), or the player hasn't survived long enough (if you set a day requirement).
5.2 Safehouse Settings Recap
Safehouse Setting | Meaning | Usage Tips |
---|---|---|
PlayerSafehouse (true/false) | Master switch for player-claimed safehouses. | True on PvE or mixed servers (players can claim bases). False if you want no player-owned safe zones (e.g. hardcore PvP). |
AdminSafehouse (true/false) | Only admins can claim safehouses when true. | Typically false. Use true if you want only "admin designated" safe areas (like an admin-run trading post). |
SafehouseAllowTrepass (true/false) | Allow non-members to enter the safehouse area. | False = doors won't open for outsiders (full lockout). True = outsiders can enter if door is unlocked, but still can't loot or claim. PvE: false for full privacy. PvP: true if you want break-ins possible. |
SafehouseAllowRespawn (true/false) | Can players respawn at their safehouse on death. | True allows a sort-of "bed spawn". Helpful for PvE (less punishing). In PvP, often false (make players work back to their base). |
DisableSafehouseWhenPlayerConnected (true/false) | Temporarily disable safehouse protection when an owner or member is online. | Very useful for PvP fairness. True = your base is only safe while you're offline; if you're on, it's raid-able. On PvE, usually leave false (no need). On PvP, consider true to prevent offline raids and encourage online conflicts. |
5.3 Factions โ Strength in Numbers
While safehouses are about where you live, factions are about who you run with. In PZ, factions are pretty straightforward but add a lot of social dynamic:
- A player can create a faction via the user panel (if enabled) โ they choose a name and a 3-letter tag. Initially, it's just them; they need to invite at least one more to really have a team.
- Once in a faction, players can see each other's health status and location on the map (if they enable the option).
- By default, faction members cannot hurt each other even if PvP is on.
- Faction members can also interact with each other's safehouses freely (since the safehouse owner can add the whole faction with one click).
Anecdote: On one PvE server I ran, we had a "Safehouse Auction" event. We had a mod that allowed claiming of Louisville apartments (normally, that city is full of big buildings). We had more players than apartments, so to avoid squabbles we actually did a little in-character auction โ players bid boxes of ammo and medicine for prime safehouse locations (like the tall apartment with roof access). It was all done in good fun. Safehouses were like real estate! It gave the community a cool project and after that, each safehouse had a sign on it with their group's name. It almost felt like a neighborhood.
5.4 Community Stories: Examples of Safehouse & Faction Dynamics
In a PvP saga, I recall The Warehouse War: Two factions on a server wanted the same warehouse as base. One had claimed it as a safehouse. The other faction could not loot it because of safehouse rules. Tensions rose as the second group camped outside, basically besieging the place whenever the owners came out. Eventually, an admin toggled DisableSafehouseWhenPlayerConnected=true for one weekend, effectively turning off the safehouse protection while they were online, and announced "Safehouse protections down โ fight it out!" A massive battle ensued, with zombies attracted to the gunfire joining in. It was a thrilling event. In the end, the attacking faction won, the defenders fled, and the warehouse was literally burned to the ground (someone's molotov lit it up). Talk about emergent storytelling!
6. Admin Tools & Moderation โ Overseeing the Apocalypse
Even in an apocalypse, someone's gotta enforce the rules (or fix the bugs) โ that's you, the server admin (and any moderators you appoint). This section covers the tools at your disposal to manage your Project Zomboid server, from commands to configurations.
6.1 Whitelisting and Account Management
Open vs Whitelisted Servers: In servertest.ini, Open=true means anyone can join without being pre-added to a whitelist. Open=false means you're running a closed server โ you must manually add each player's username (and a password for them) to the whitelist file or via commands before they can join.
If you do whitelist mode, you'll get familiar with commands:
- /adduser Username Password โ adds a new whitelist entry for that username with given password.
- /removeuser Username โ to remove from whitelist.
- /grantadmin Username โ to give a user admin privileges (there's also an admin password method).
Important Note: The username they log in with is the one relevant to whitelist and server data. The character in game will have a first/last name (like John Doe) which can be anything and is not how the server tracks them. The server tracks by username (and Steam ID under the hood). So don't be confused if someone's in-game name is different; as admin you'll use their account name for commands.
6.2 Admin Commands and In-Game Tools
As admin, when you're in-game on your admin account, you have a few superpowers:
- Press Home key (by default) to open the Admin Panel. This is a GUI with tabs for many functions: kicking, teleporting, item spawning, time control, weather control, etc.
- You can toggle invisibility and god mode on yourself (so you can observe or intervene without being chomped).
- The admin panel also has a Sandbox Options tab where you can live-adjust certain sandbox settings and apply them without a server restart.
- Item spawn / creative mode: Admins can basically spawn any item (there's an item list in admin panel) and even can build or remove objects without the normal requirements.
6.3 Remote Admin (RCON) and Discord Integration
Sometimes you can't be in-game but need to administrate. That's where RCON (Remote Console) comes in. It's an old-school text console access (used in many games).
- Enable by setting RCONPort (pick a port like 27015, and make sure it's open if remote) and RCONPassword to something secure.
- Then use an RCON client (there are generic ones, or even from your hosting panel) to connect. You'll get a console where you can type server commands as if on the server terminal.
- You can see logs, kick players, etc., via RCON.
Discord bots/integration: Build 42 is introducing a direct Discord integration feature that presumably allows the server to send messages to a Discord channel and maybe vice versa. If enabled (DiscordEnable=true and token configured), you could have a #server-chat channel in Discord that echoes in-game global chat.
6.4 Common Issues and Troubleshooting
Even well-run servers hit snags. Here are a few frequent ones and how to handle them:
- Can't Connect / Stuck at "Connecting": This could be ports not open (check that 16261 and 16262+ are open for clients), or a version mismatch (client hasn't updated to same version as server), or a mod mismatch (if mods differ, they should see a mod rejection message, but sometimes it hangs). For detailed connection troubleshooting, see our connection issues guide.
- Lag/Desync Complaints: If multiple players get lag at times, check your CPU/RAM usage on host. If CPU is maxing out often, reduce zombies or player count or events. Learn more about server memory optimization.
- Server Crash: Usually you'd see an error in console/log. Could be a mod error (often a NullPointer or Lua error referencing a mod file).
7. Modded vs Vanilla โ Expanding (or Exploding) Your Server
Mods can hugely enrich Project Zomboid's experience โ from adding new weapons and vehicles, to total conversion gameplay changes, to handy admin tools. But mods also bring complexity and potential instability. In this section, we'll discuss how to properly integrate mods into your server, popular mods and their impact, and how to handle version updates or conflicts.
7.1 Installing and Enabling Mods on a Server
Project Zomboid uses the Steam Workshop for most mods, which makes life easier:
- Find the mod(s) you want on Steam Workshop and note both the Workshop ID (a number in the URL) and the Mod ID (usually given by the mod author in description, or it's the internal name).
- Subscribe to them on the server's Steam account or if using a hosted server, there's often a UI to add Workshop IDs.
- In servertest.ini, set WorkshopItems=<list of Workshop IDs> and Mods=<list of Mod IDs>.
Example Mod Configuration
# Example mod entries in servertest.ini: WorkshopItems=2169435993;2392709985 Mods=TSARasteroids;AlicePackMod
7.2 Popular Mods and Their Considerations
Some mods become so popular that many servers treat them as quasi-essential. Here are a few categories and examples, along with notes:
- Maps & Map Expansions: "Pitstop", "Raven Creek", "Fort Redstone", "Blackwood", etc. These add new towns or areas to the vanilla map. They tend to be big downloads and use a lot of memory.
- Weapons & Gear: "Brita's Weapon Pack" (very popular gun mod), "Swat Pack", etc. These can dramatically alter gameplay (Brita's for instance adds modern firearms with attachments, which can make PvP more lethal and PvE easier or harder depending).
- Vehicles: "Filibuster Rhymes' Used Cars (FRUC)" โ adds tons of vehicles. Great for variety, but again, memory and some minor performance overhead.
- UI/Quality of Life: "Authentic Z" (cosmetic clothing variety), "Better Sorting" (inventory categories), "Skill Recovery Journal" (recover some XP after death via a journal item).
Anecdote: On one server, we made the mistake of adding a bunch of experimental mods at once โ including one that allowed players to craft zombie virus "cure" (vaccine). That mod had an unintended side effect: it made all zombies ridiculously fast due to a code error. Overnight, the server went from normal to unplayable โ people were freaking out as shamblers turned into sprinters out of nowhere. We had to emergency remove that mod and restart. Lesson learned: test crazy mods or run them by experienced admins first! The community took it in humor (we joked that a new strain of zed virus mutated and then burned out).
7.3 The Cost of Mods โ Performance and Administration
As mentioned, more mods generally means:
- More assets to load (players with slower PCs or limited bandwidth might struggle).
- More things that can go wrong (each update is a potential new bug).
- More memory usage on server (especially maps and item-heavy mods).
- Possibly more save file size โ every new item placed in the world adds to save data.
From a community perspective, mods can fragment the player base โ some might not join if you have heavy mods they don't like or find too much to download. Vanilla purists will avoid modded servers. So decide your target audience. There are plenty of players in both camps.
7.4 Vanilla Server Merits
It's worth noting that vanilla (no mods) servers have their perks:
- Max stability โ only base game bugs to worry about, which are relatively few in stable branch.
- Easy for new players โ no downloads, no learning mod content.
- When game updates, you can update immediately with no mod compatibility wait.
- Leaderboards โ some community hubs track stats for vanilla servers but ignore modded ones for fairness.
7.5 Managing Mod Updates and Community Expectations
Be open with your players about your mod strategy:
- If you plan frequent additions, maybe have a #suggest-mods channel on Discord where players can recommend or vote for mods. That engages them in the process.
- If you plan to keep it static, let them know (some prefer stability over new content mid-playthrough).
- After Wipes or Resets: Often a good time to add or remove mods is during a server wipe (when you start a fresh world, say after a big patch or storyline event). That way you don't mess with running save compatibility.
8. Hosting & Performance Optimization โ Keeping It Smooth and Stable
You've set up your ideal server โ now you need to keep it running well. Lag and downtime are the real zombies that can kill your server population if not managed. In this final technical section, we compile all the performance and hosting tips scattered through earlier parts and add a few more.
8.1 Server Hardware and Slots โ Knowing Your Limits
Official Requirements: The Indie Stone doesn't publish super clear dedicated server requirements, but experience from community suggests:
- CPU: Aim for high single-core performance. PZ server threads certain tasks, but one core often handles the heavy lifting of game simulation. A 3+ GHz modern CPU core is recommended.
- RAM: As mentioned, memory roughly scales with players and map size and item count. For Build 41, 2โ3 GB was enough for a small server (up to ~8 players). But with lots of mods or a full 32 players, you'll want 6โ8 GB or more.
- Max Players (Slots): The engine caps at 32 by default. You can hack it for more but not advised โ it likely won't handle it well.
8.2 Monitoring Performance and Logs
Keep an eye on:
- Server console: It prints useful info like players connecting, errors, and periodic stats. The console (or RCON) will show if things like "Lua memory" or "chunk system" are taking long.
- Logs/ directory: especially console.txt (server log) and chat.txt (if enabled local chats logging) and any PVP logs (I think kills show in console with [PVP] tags).
- Memory usage: On Windows, you can watch the java process memory. On Linux, using htop or so. If creeping high (like within 500MB of your max allocated and seemingly climbing), might be a leak โ restart the server daily or tune down load (less zombies, etc.).
8.3 Network and Latency: Fine-tuning
Project Zomboid allows both direct IP join and Steam-based join. Steam networking can handle NAT punch-through often even if you didn't forward ports โ but it's not foolproof. I recommend doing proper port forwarding if hosting yourself, and listing your server on the public list (if you want it public).
Some server hosts have a "high performance" option (like using faster CPU or allocating one server per machine vs many VMs). If your server grows popular and you notice tick slowdown, consider asking host to move you to a better machine (or upgrade plan).
8.4 Maintenance and Wipes
We discussed backups and resets โ it's part of performance in the long run:
- If your world has been running for 6+ months real-time, the map might be very looted and cluttered (unless you had respawns and cleanup). You might plan a "Season 2" wipe to refresh interest and performance (fresh map is always cleanest).
- Let players know how long a season will roughly last if you can estimate. Some servers advertise "no wipe unless forced by update" which appeals to those who want to build long-term.
- Use down times to do database cleanup โ e.g., the players.db file in your save holds all player characters (even the dead ones unless pruned).
8.5 The Human Factor โ Keeping Players Happy
A smooth server is not just about code, but how responsive you are:
- If players report lag, acknowledge it and say you'll investigate โ even that helps them be patient.
- Post announcements if you need to reboot ("Server restart in 5 minutes for maintenance"). Quick restarts can clear memory and actually improve lag mid-session, but warn to avoid surprise.
- Provide avenues for players to report performance issues, like a Discord channel.
- Lastly, celebrate your server's uptime. If you hit 100 days with no wipe and stable performance, that's a success โ maybe run a fun event or give a little in-game reward.
Conclusion โ Your Server, Your Story
Running a Project Zomboid server is part science, part art. You've got the science in this guide: all the nitty-gritty settings from Build 41 and 42 that you can tweak, and the technical tips to keep lag at bay. The art comes in how you mix those settings to craft a particular experience โ be it a chill PvE haven where players build farms and recount stories around a campfire, or a brutal PvP landscape of ambushes and last stands, or perhaps a roleplay community with its own economy and laws.
As a seasoned survivor (and server admin), my last advice is: listen to your players and to the server itself. If the zombies are too easy, you'll hear it (or see players getting complacent) โ crank it up a notch. If the server hardware groans under a mod, maybe trim it or upgrade resources. Don't be afraid to iterate. The beauty of Project Zomboid is in its sandbox nature, and that extends to you as an admin โ you're sandboxing the server settings to find what works best. For additional administrative tips and strategies, check out our essential server administrator guide.
Project Zomboid's Build 41 and 42 have given us a robust framework and many new toys (animals, improved MP, mod support). With this guide, you're well-equipped to harness them. So get out there, tweak those ini files, adjust those zombie spawn rates, install that shiny mod (or ten), and most importantly, have fun with it. A well-run server becomes more than just a game โ it becomes a little story generator for everyone involved.
Good luck, and may your server thrive in the Knox Event! Now, if you'll excuse me, I hear the telltale whir of a helicopter approaching in my own serverโฆ time to see how my settings truly held up. Stay safe, survivors.
Happy hosting!