“File Doesn't Match” and “Checksums Do Not Match” in Project Zomboid: What's Wrong and How to Fix It
You join a Project Zomboid server and it rejects you with “File doesn't match the one on the server”, or you get in and a minute later it kicks you. It isn't a ban or a server fault: your game doesn't have exactly the same files as the server, and a mod is nearly always to blame. Here's how to find which one and fix it without turning off the check.
What the game is checking
When you join, the server compares your game's Lua and script files, from the game and from every mod, with its own. If any of them differ, it won't let you carry on. It does this so nobody changes the rules with tampered files and so you're all playing the same thing.
It shows up in two ways. When joining, with “File doesn't match the one on the server” and the file's path. Or once you're in: it kicks you after a minute, and the server console shows Lua/script checksums do not match and reason="Lua incorrect checksum".
If what it says is that the server's version doesn't match yours, or “Workshop item version is different than server's”, that's a different problem: how to update the server.
Rather not set it up yourself? Project Zomboid servers from €12 a month, no contract and a full refund within 72 hours. Or create a free Project Zomboid server, no card needed.
The path in the error tells you what it is
If the path contains workshop\content\108600\ and a number, it's a Workshop mod: that number is its Workshop ID. Look for it in your mod list or put it in the address of a Workshop page to see which one it is.
If the path is in steamapps\common\ProjectZomboid, it's a file from the game itself: go to case 3. If it's in your Zomboid\mods folder, it's a mod copied by hand onto your PC: go to case 2.
If you get kicked after a minute and don't see any path, start with case 1, the most common.
Case 1: a mod has been updated
Workshop mods update whenever their author wants, even with the server running. The server keeps the version it downloaded on start and players arrive with another. A single mod is enough to kick the whole group.
Restart the server
On start it downloads the latest version of every mod. This fixes most cases.
Have players restart the game
Steam has to download the new version too. If a mod is pending in Steam's downloads, wait for it to finish before joining.
Join again
If it still fails for just one person, go to case 2.
Case 2: it only fails for one player
They have a different copy of the mod from everyone else, nearly always from an unfinished download or a mod copied by hand.
Remove the mod
On the Steam Workshop, unsubscribe from the mod in the path. If you don't know which it is, from all the server's mods.
Delete manual copies
Check there's no folder with that mod in
Zomboid\mods, in your user folder: that copy can clash with the Workshop one.Join again
When you connect, the game downloads what the server asks for again.
Case 3: the game's own files
If the path belongs to the game itself, or you edited a file by hand, let Steam repair it: right-click Project Zomboid → Properties → “Installed Files” → “Verify integrity”. It downloads whatever doesn't match again, including a file left half-finished by an update.
Also check you aren't on another branch: under “Betas” (in newer Steam, “Game Versions & Betas”) it should say “None”, unless the server is on another one on purpose.
Case 4: mods that run on Java
Some new mods aren't regular Workshop mods: they require ZombieBuddy or a manual install, and their page says something like “Mod ID: None (manual download)”. Those have to be set up the same way on the server and on every player; otherwise the server kicks everyone after a minute, even if they're in the mod list.
On your own server, you have to install them by hand on both sides. On a rented server, it depends on whether you're allowed to change the startup.
What if I turn off DoLuaChecksum?
DoLuaChecksum is the setting behind this check, and it's on by default. With DoLuaChecksum=false the message goes away, which is why half the internet recommends it, but it doesn't fix the difference: it just stops looking at it. The mismatched mods are still there, which can cause strange bugs and desync, and anyone can join with tampered files.
It doesn't let you play on different game versions either. Use it only briefly, to confirm that's the problem and find the mod, then turn it back on. More on what it protects in why the anti-cheat kicks you.
On NapNodes
First, “Home”: if Zomboid kicks someone for this, the panel recognises it in the console and explains it there.
Press “Restart”
The server downloads the latest version of every mod on start. Then have players restart the game.
Remove Java mods
Those that require ZombieBuddy don't work on our servers, because they don't include it: “Mods” warns you. Remove them there and restart.
If you have to turn off the check
DoLuaChecksumis in “Settings” → “Anti-cheat and logs”. It takes effect on restart. Turn it back on once you've found the mod.Change mods with a backup made
Before touching many, create one in “Backups”. The free server has no backups: use “Download everything” in “Files”.
Frequently asked questions
What does “File doesn't match the one on the server” mean?
That a file in your game or a mod differs from the one on the server. The path in the error tells you which: if it has a number after 108600, it's that Workshop mod.
Why does Project Zomboid kick me a minute after joining?
Usually because your mods aren't the same as the server's: its console shows “checksums do not match”. Restart the server and have everyone restart the game.
Does turning off DoLuaChecksum fix it?
The message goes away, but the difference is still there and anyone can join with tampered files. Use it only briefly to find the mod.
Do I need to subscribe to the server's mods?
No: when you join, the game downloads what's missing. But if you already had one in another version it can clash: unsubscribe and join again.
Why does it only happen to one person in the group?
Because they have a different copy of the mod, nearly always from an unfinished download or a mod copied by hand. They should remove it and join again.
Do ZombieBuddy mods work on a rented server?
It depends on the host. On NapNodes they don't: remove them in “Mods” and restart.
Shall we set it up for you?
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Free tool: Project Zomboid mod list. Paste Workshop links and Mod IDs and get WorkshopItems= and Mods= written correctly, with the Build 42 backslash.
Keep reading
- Project Zomboid Server Not Starting? Errors and Fixes
Why a Project Zomboid server closes on startup: mods that aren't for Build 42, memory, a mistyped setting, a full disk or an update, and how to fix each one.
- Kicked by Anti-Cheat in Project Zomboid: What Triggered It and How to Fix It
Why Build 42's anti-cheat kicks players who aren't cheating, what each AntiCheat number in the .ini means, and how to fix it without leaving the door open.
- Connect Project Zomboid to Discord: Your Server Chat in a Channel
How to bridge your Project Zomboid server's chat (Build 42) with a Discord channel: creating the bot, the token, the three channels and common fixes.