RadarHost

Hosting guide

Set up a Project Zomboid dedicated server

Project Zomboid's dedicated server is free with the game and mostly straightforward, with two exceptions that stop people cold: the start script ships with values that will refuse to run on an ordinary machine, and the config files are not where the server files are. Both are documented. Here is the run through.

Updated 7 September 2026

Get the server files

Through Steam, filter your library for tools and install Project Zomboid Dedicated Server. Then read this twice, because it is the wiki's own warning: do not launch the server through Steam. If you already did, verify the integrity of the files before going further.

Through SteamCMD the app id is 380870. On Windows, set an install directory and pull it down:

  • force_install_dir C:\PZServer
  • login anonymous
  • app_update 380870 validate

On Linux the wiki's setup is worth copying rather than improvising: do not run the server as root, make a dedicated user, install into something like /opt/pzserver, and keep the SteamCMD lines in an update_zomboid.txt script you rerun for every update.

The start script will not run as shipped

This is the single most common first failure and it is not your fault. The Windows StartServer64.bat file arrives configured for a far larger machine than most people are using. The wiki is direct about it: you must edit the -Xms and -Xmx values in that file to suit the machine you are on, or the server will not start.

Otherwise: run StartServer64.bat on Windows, or bash start-server.sh on Linux. On the first run it will ask you to set a password for the admin account it creates, and then print a line telling you whether it came up.

Two Linux habits are worth building immediately. Start the server inside tmux, so a dropped connection does not take the server with it, and reattach later with tmux a. And note that the developers explicitly discourage running Project Zomboid under systemd; the wiki links their post saying so, alongside a working unit file if you insist.

You can also give the server a name of its own with -servername SERVERNAME, which changes which ini file is read and creates a new save folder under that name. That is the clean way to run a second world without moving files around.

Two UDP ports

Project Zomboid needs two ports open, both UDP:

  • 16261 UDP, the default starting port
  • 16262 UDP, the direct connection port

On Linux with UFW that is sudo ufw allow 16261/udp, the same for 16262, then sudo ufw reload. If you run more than one server on the same box, each instance needs its own pair of clear UDP ports, set as DefaultPort and UDPPort in that instance's ini file.

To connect, launch the game, choose Join, open the Favorites tab, and add your public IPv4 address with the port. There is a wrinkle worth knowing before you rename anything: player map data is stored on each client against the server's address and port, so reusing port 16261 for a different world can bleed old map knowledge into the new one.

The config files are in your user folder

The server does not keep its settings beside its own files. By default it looks for a world named servertest inside your user folder, and creates it with default settings if it is not there.

FileWindows locationWhat it holds
servertest.iniC:\Users\YourUsername\Zomboid\ServerServer configuration settings.
servertest_SandboxVars.luaC:\Users\YourUsername\Zomboid\ServerSandbox settings: the rules of the world.
servertest_spawnpoints.luaC:\Users\YourUsername\Zomboid\ServerCustom spawn points.
servertest_spawnregions.luaC:\Users\YourUsername\Zomboid\ServerWhich regions players may spawn in.
servertest folderC:\Users\YourUsername\Zomboid\Saves\MultiplayerThe generated and saved world.

On Linux the same set sits in ~/Zomboid/Server and ~/Zomboid/Saves/Multiplayer. That whole Zomboid folder is what you copy for a backup or a move. Nothing under the install directory is worth saving.

Settings people actually change

  • PublicName and Public, which decides whether the server shows in the in-game browser.
  • MaxPlayers, default 32, allowed from 1 to 100, not counting admins.
  • Password, which clients must know to join, and Open, which decides whether people can join without an account already whitelisted.
  • PVP, on by default, and PauseEmpty, which stops game time when nobody is online.
  • SaveWorldEveryMinutes, which is 0 by default, meaning loaded areas are usually only written when players leave them.
  • BackupsCount (default 5), BackupsOnStart, BackupsOnVersionChange and BackupsPeriod.
  • RCONPort (default 27015) and RCONPassword, if you want remote console access.

You can edit servertest.ini while the server is running. Save it, then run the admin command reloadoptions to make the change live, and showoptions to confirm what the server thinks it is using.

Mods

Mods are two lines in the ini and both have to be right. Put the mod loading IDs in Mods= and the Workshop item IDs in WorkshopItems=, separated by semicolons. The mod loading ID is not the Workshop ID; the wiki points you at info.txt inside the mod folder, or at a collection ID grabber if you would rather paste a whole collection at once. Filling in one field and not the other is the usual cause of a server that starts, lists as modded, and behaves like vanilla.

Updates and version changes

Updating is the same SteamCMD command again. If you need to stay on an older build, the wiki documents the beta branch form, for example app_update 380870 -beta legacy41 validate.

Moving between major builds is where saves get hurt. The wiki documents a specific failure, "Assertion Failed: Illegal termination of worker thread", that appears when a Build 41 server and a Build 42 server have shared a machine. The fix is to check that steam_appid.txt contains only 108600, and then, only after backing up every ini, lua and save file you want to keep, remove the Zomboid folder so the newer server can rebuild it. Read that order carefully. The backup is not optional.

Self-hosting or renting

Project Zomboid is one of the friendlier games to self-host. The files are small, the settings are plain text, and one spare machine will carry a group of friends without complaint.

The costs are the familiar ones. The machine has to stay awake and should not be the one you play on. Some home connections cannot accept incoming connections at all, whatever you do to the router. Whoever hosts is the person who notices at midnight that it fell over. And the Zomboid folder is only as safe as your last copy of it.

Renting moves that list onto someone else's schedule. The sandbox settings, the mods and the backups you care about are still yours to decide.

Where RadarHost fits

RadarHost rents Project Zomboid servers hosted in Beauharnois, Quebec, Canada. There are three plans, Standard, Premium and Diamond, priced in Canadian dollars, with no setup fee and cancel any time. Renting changes who keeps the machine on, not how the ini files or the mod lists above work. After payment, our team reviews the order and emails setup details or next steps within 24 hours. Current plans and prices are on the Project Zomboid availability page.

Common questions

Why will my Project Zomboid server not start?

The shipped StartServer64.bat is set up for a far larger machine than most people run. The wiki says you must edit its -Xms and -Xmx values to suit your machine, or the server will fail to start.

Which ports does a Project Zomboid server need?

Two UDP ports: 16261, the default starting port, and 16262, the direct connection port. Each extra server instance on the same machine needs its own clear pair.

Where are the Project Zomboid server config files?

Not with the server files. They are in your user folder: C:\Users\YourUsername\Zomboid\Server on Windows, or ~/Zomboid/Server on Linux, with the world in Zomboid/Saves/Multiplayer.

Should I launch the dedicated server through Steam?

No. The wiki says explicitly not to launch it via Steam, and to verify the integrity of the files if you already have. Run StartServer64.bat or start-server.sh directly instead.

How do I add Workshop mods to a Project Zomboid server?

Two lines in the ini, both required: the mod loading IDs in Mods= and the Workshop item IDs in WorkshopItems=, separated by semicolons. Filling in one and not the other is why a modded server behaves like vanilla.

Sources

What happens after you order. After payment, our team reviews the order and emails setup details or next steps within 24 hours. Prices are in Canadian dollars, there is no setup fee, and you can cancel any time.

Compare all worlds

Questions this guide did not answer go to the ticket desk. No payment starts from that link.