Web Analytics Made Easy - Statcounter

Tools / Project Zomboid

Project Zomboid

All 8 free Project Zomboid server tools, in one place. Plus curated recipes if you want a known-good starting point.

## start here

pz/log-analyze

Server Log Analyzer

Start with the log analyzer if a server already failed; use the Workshop importer before launch to prevent missing-mod and map-order failures.

> Diagnose log

## tools

server/readiness

Game Server Readiness Checker

Check public address, port, protocol, query visibility, version, password state, and firewall rules before launch.

> Check launch
pz/sandbox-generate

Server Settings Generator (Build 42)

Presets + a form in. servertest_SandboxVars.lua and servertest.ini out. Paste a config to compare it against a preset.

> Build a config
pz/map-render

Build 42 Map Renderer

Render your own B42 server map - modded and custom maps the official vanilla map can't show.

> See how it works
pz/workshop-import

Workshop Collection → Server Config

Steam Workshop URL in. servertest.ini lines out.

> Import collection
pz/config-check

Mod Config Checker (Won't Start?)

Paste your servertest.ini mod lines. Finds why the server won't start - orphan mod, missing dependency, wrong load order, B41-on-B42, map missing from Map= - and returns the corrected, startable config.

> Check config
pz/log-analyze

Server Log Analyzer

Paste console.txt, get plain-language diagnoses.

> Diagnose log
pz/save-inspect

Save Inspector (which map mods your world needs)

Point at a world folder and see which map mods it has already used. Remove one after your survivors explored its cells and that ground stops loading. Names and sizes only, read in your browser.

> Inspect my world
pz/world-recovery

World Recovery (won't load / lost world)

A save that won't load is usually one broken cell file, not a dead world. Point at your save folder: it finds truncated cell files you can safely delete (the game regenerates just that area), checks which backup zips actually contain a full save, and names the newest complete one. Browser-only.

> Check my save

## fixes

Permanent guides for the errors that stop a server or a save from loading.

All Project Zomboid fixes

## recipes

Curated, validated configs you can deploy as-is or customize.

recipes/b42-essentials

B42 Essentials Modpack (Steam Workshop Collection)

Based on the popular 'B42 Essential Mods' Steam Workshop collection. Use the Workshop Importer to convert it into ready-to-paste config lines.

warning · verified 2026-05-25

recipes/coop-relaxed-build-42

Co-op Relaxed (Build 42)

Lower-difficulty defaults for casual co-op groups. No mods. No loot respawn, smaller player cap.

warning · verified 2026-05-25

recipes/hardcore-louisville-build-42

Hardcore Louisville (Build 42)

High-difficulty settings for a brutal Build 42 server. Low loot respawn, fast infection, no PvE safety, short days.

warning · verified 2026-05-26

recipes/long-haul-persistent-build-42

Long-Haul Persistent (Build 42)

World keeps ticking 24/7. For asynchronous groups where players log in at different times and want a living world.

warning · verified 2026-05-26

recipes/low-pop-coop-build-42

Low-Pop Co-op (Build 42)

Tuned for 2-4 player friend groups. Lower resource usage, generous loot, no respawn churn.

warning · verified 2026-05-26

recipes/roleplay-friendly-build-42

Roleplay Friendly (Build 42)

Settings tuned for RP groups. Names visible, server runs while empty, generous loot, no PvP by default.

warning · verified 2026-05-26

recipes/vanilla-build-41

Vanilla (Build 41)

Stock Build 41 servertest.ini for groups still on the previous PZ version. Friendly co-op defaults.

working · verified 2026-05-26

recipes/vanilla-plus-build-42

Vanilla Plus (Build 42)

Stock servertest.ini with comfortable co-op defaults for a 4-8 player vanilla server. No mods required.

warning · verified 2026-05-25

## safe modpacks

Ranked starting stacks with compatibility notes before you deploy.

## known issues

  • WorkshopItems and Mods drift after a collection changes.
  • Custom maps load after Muldraugh, KY instead of before it.
  • Heavy modpacks need more JVM heap than vanilla servers, but check the server build first: 42.20.1 and 42.20.3 each fixed a real Build 42 memory leak.
  • A running server keeps the Workshop versions it started with, so a mod updating mid-session gives players "Workshop items different version than server" until it restarts.

## compatibility notes

  • Build 41 and Build 42 mods should not be mixed without checking each item.
  • On 42.20.4 a mod being "Build 42" is no longer enough: the 26 August 2026 security fix removed the Lua loadstring and loadstream methods, so anything untouched since then may still fail.
  • Duplicate Mod IDs usually mean two forks of the same mod are enabled.
  • Map folders, Workshop IDs, and Mod IDs all need to be present together.

deeper guides

For game-side help (how mods work, command references, troubleshooting writeups), use the Project Zomboid wiki.