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Tools / Project Zomboid

Project Zomboid Mod Config Checker

Dedicated server won't start, or mods silently don't load? Paste your servertest.ini mod lines. We fetch every WorkshopItems= entry from Steam, work out what each one actually provides, and find the exact break - a mod with no Workshop item, a missing dependency, wrong load order, a Build 41 mod on a Build 42 server, a map missing from Map= - then hand you the corrected, startable config.

Only those three lines are read; the WorkshopItem IDs are checked against the public Steam Workshop. Don't paste passwords or RCON secrets - they aren't needed.

Checking against Steam…

The five things that stop a modded PZ server from starting

Every check here is deterministic - IDs, dependency metadata, load order, build tags. We don't guess at whether two mods clash in Lua at runtime (that can't be proven from the config); we catch the structural breaks that actually stop the server booting:

  1. A Mod ID with no Workshop item. Mods= lists a mod that none of your WorkshopItems= provide. The server logs "mod not found" and stops. This is the single most common cause.
  2. A missing dependency. A mod needs a framework or patch mod that isn't in Mods= at all.
  3. Wrong load order. A dependency loads after the mod that needs it. We reorder so dependencies come first.
  4. A Build 41 mod on a Build 42 server (or the missing B42 backslash on Mod IDs). Either way, nothing loads.
  5. A map mod whose folder isn't in Map=, so the map never loads even though the mod downloaded.

Building a fresh server from a collection instead of debugging an existing one? Use the Workshop Collection → Server Config tool. Want the whole thing hosted? Run a Project Zomboid server with Supercraft.

Where to find servertest.ini

On the server host it lives in ~/Zomboid/Server/servertest.ini (Linux) or %UserProfile%\Zomboid\Server\servertest.ini (Windows). The three lines you need are WorkshopItems=, Mods= and Map=. Copy them exactly, including the semicolons.