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 map_X_Y.bin)
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 every explored cell to its own map_X_Y.bin. Those chunks
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
| Setup | Path |
|---|---|
| Dedicated / multiplayer | Zomboid/Saves/Multiplayer/<servername>/ |
| Single player | Zomboid/Saves/<difficulty>/<worldname>/ |
Pick the folder that directly contains the map_X_Y.bin files, 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 →
Want this on a real server? Supercraft hosts Project Zomboid →