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
servertest.ini
Advertisement
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.
Advertisement
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.