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Generate a Project Zomboid servertest.ini

Zomboid links the config file's name to the server's name, so the problem people hit most is a flawless file the server never opens.

Start from a preset

Visual Settings

key value Format
Identity

Name in the public server list.

Description in the server list.

Main game port, UDP.

Second UDP port used alongside the first. Forward both.

Gameplay

Player versus player damage.

Server-wide chat. Turning it off is common on roleplay servers.

The PvP safety toggle players can turn on to prevent accidental damage.

Shows names above players.

World

Minutes between world saves. 0 saves only on shutdown, which risks losing everything on a crash.

Minutes between backups. 0 disables periodic backups.

Fixed spawn coordinates. Leave at 0,0,0 to use the normal spawn regions.

Semicolon-separated mod IDs. These are the mod IDs, not the Workshop numbers — mixing the two up is the usual reason a modded server will not start.

Semicolon-separated Workshop IDs. Every mod above needs its Workshop ID listed here as well.

Map load order. Custom maps must be listed before the base map, not after.

Players & Access

Slot limit. Memory depends far more on how spread out players are than on this number.

Join password.

Performance

Pauses the world when nobody is connected. Saves CPU and stops time passing while you are away.

Network

Lists the server publicly. Off still allows direct connections by address.

servertest.ini

PublicName=My PZ Server
PublicDescription=
Public=false
DefaultPort=16261
UDPPort=16262
MaxPlayers=32
Password=
PVP=false
GlobalChat=true
PauseEmpty=true
SaveWorldEveryMinutes=0
BackupsPeriod=0
SafetySystem=true
DisplayUserName=true
SpawnPoint=0,0,0
Mods=
WorkshopItems=
Map=Muldraugh, KY

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The servertest.ini format

It is key=value, one setting per line, with lowercase true and false. The filename carries meaning: a server launched as servertest reads servertest.ini, so if you rename the file but not the launch parameter, the server runs on defaults from a file you have stopped editing.

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The mistake that wastes an evening

Loot rates, how zombies behave and how fast time passes are not in this file at all. They sit in a second, sandbox settings file beside it. So when zombie population or day length refuses to change, the edit is simply in the wrong place — there is nothing wrong with your syntax.

The files that belong to one server

Everything for a server is named after its -servername, servertest unless you choose otherwise. In the Zomboid folder of the account that runs it (C:\Users\<name>\Zomboid on Windows, ~/Zomboid on Linux), Server/ holds servertest.ini for server settings, servertest_SandboxVars.lua for the sandbox rules and servertest_spawnregions.lua for where players start. The world itself is in Saves/Multiplayer/servertest. Start the server once to have all of them generated, then edit.

Mods take two lines

Adding a mod needs two entries in the .ini, both semicolon-separated lists. WorkshopItems= holds the numeric Workshop IDs, which tell the server what to download. Mods= holds the mod IDs from each mod's own description, which tell it what to load. A mod listed in only one of the two is either downloaded and never loaded, or asked for and never fetched.

Rather not run the server yourself?

These tools are free and funded by the two hosting services we run. If you want a server that is already set up, here they are.

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