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Tools / Project Zomboid

Project Zomboid Save Inspector

Point at a world folder and see what it actually contains, and more usefully, which map mods it has already used. Remove one of those after your survivors have explored its cells and that ground stops loading. The folder is read in your browser; nothing is uploaded.

Pick your world folder, the one holding players.db. Build 42 keeps the ground in a map/ directory beside it; Build 41 kept map_X_Y.bin files there. Both are read.

Only file names and sizes are read. No file content leaves your browser.

Why the map-mod question is the one that matters

Project Zomboid writes the ground your survivors have generated to disk one coordinate at a time: map/<x>/<y>.bin on Build 42, at 8x8 tiles each, and map_X_Y.bin per 300x300 tile cell on Build 41. Those files hold the terrain that was there when your survivors walked it. If that terrain came from a map mod and the mod is later removed, the chunk does not fall back to vanilla ground: the area stops loading properly. It is the same class of problem as removing a mod that added items, except the damage is to the world rather than to an inventory, and it is not obvious until somebody walks back there.

Our mod config checker catches a server config that will not start. This catches the other half: a world that has already committed to a mod, whatever the config says today.

What this reads, and what it refuses to guess

File names and sizes only. That is enough for the explored cell count, the bounding box of the area covered, whether players.db is present, and which cells fall inside a known map mod's grid.

Cells it cannot attribute are reported as unattributed, not as vanilla. Our dataset covers thirty of the popular map mods, not the thousands on the Workshop, and calling an unrecognised cell "vanilla" is exactly the wrong answer here, because it is the answer that would tell somebody it is safe to remove a mod.

Where the world folder is

SetupPath
Dedicated / multiplayerZomboid/Saves/Multiplayer/<servername>/
Single playerZomboid/Saves/<difficulty>/<worldname>/

Pick the world folder itself, the one holding players.db, not the one above it.

If you would rather not find out the hard way

On a managed Project Zomboid server the world is backed up before every game update and on a rolling schedule, so a mod decision that turns out badly is a restore rather than a lost map.

Check a server config that will not start → · Recover a world that will not load → · Render your own server map →

Your save never leaves your browser File names and sizes only - no content read Unknown cells reported as unknown, never as vanilla

Frequently asked questions

What happens if I remove a map mod from a Project Zomboid server?

Any ground your survivors already explored inside that mod's cells stops loading. Project Zomboid stores explored terrain per coordinate on disk (Build 42 writes map/<x>/<y>.bin, Build 41 wrote map_X_Y.bin), and those files reference the map the mod supplied. Removing the mod does not revert that area to vanilla; it leaves a hole. This tool lists which map mods a world has already used so the decision is made with the file list in front of you rather than after the fact.

How can I tell which cells my Project Zomboid world has explored?

Build 42 writes explored ground into a map/ directory, one file per 8x8 tile coordinate, nested by x: map/1064/1000.bin and so on. Build 41 wrote one map_X_Y.bin per 300x300 tile cell in the save root instead. Either way the filenames alone give the explored area and its bounding box, without opening a single binary file.

Is my Project Zomboid save uploaded anywhere?

No. The folder is read in your browser and no file content is sent anywhere. The page makes one request of its own, for the curated cell-to-map dataset it needs to attribute cells, and that request carries nothing from your save.

Where is my Project Zomboid world folder?

On Windows a multiplayer server world lives under Zomboid/Saves/Multiplayer/<servername>/ and a single-player one under Zomboid/Saves/<difficulty>/<worldname>/. The folder you want is the one directly containing players.db, with a map/ directory beside it on Build 42 or map_X_Y.bin files on Build 41.

This tool: v1.7 · updated 18 Sep 2026