The mod list for your Project Zomboid server
Paste the Steam Workshop links and the Mod IDs of your mods, and out come the .ini lines written correctly: WorkshopItems=, Mods= with the backslash Build 42 needs and, if there are maps, Map=. If you have a Build 41 list, paste it as it is and it comes out converted.
1. Your mods
2. For the server's .ini (servertest.ini)
Paste your mods on the left and the finished lines appear here, with the Build 42 backslash.
The three lines, explained
- WorkshopItems=: the Workshop numbers, separated by semicolons. With this the server downloads the mods on startup, and players get them automatically when they join.
- Mods=: the Mod IDs, each with a backslash in front on Build 42 and separated by semicolons. With this the game enables them. It's case-sensitive: copy it exactly from the description.
- Map=: only if there are added maps. Their folders (“Map Folder:” in the description) and, last, the base game map, Muldraugh, KY.
Where to find each piece
- Open the mod's page on the Steam Workshop. The number in the address, after “id=”, is the Workshop ID.
- Scroll to the end of the description: authors usually write “Workshop ID:”, “Mod ID:” and, for a map, “Map Folder:”.
- Check “Required items” in the right-hand column: those mods have to be added too, and before it.
- If the description doesn't give the Mod ID, it's in the mod.info file in the mod's folder (the “id=” line), inside steamapps/workshop/content/108600 on the PC of anyone subscribed to it.
For everything else (version mismatch errors, maps, how much RAM mods need), see the guide to Workshop mods on a Project Zomboid server.
Frequently asked questions
Why won't mods load on my Build 42 server?
Almost always because of the backslash: in Build 42 every Mod ID on the Mods= line has a \ in front (Mods=\modoptions;\tsarslib). A Build 41 list, without backslashes, doesn't throw an error: it simply doesn't enable anything. The other cause is a mod that only works on Build 41.
What's the difference between the Workshop ID and the Mod ID?
The Workshop ID is the number of the mod's page on the Steam Workshop (what comes after “id=” in the address): it tells the server what to download. The Mod ID is the internal name the author puts in the description (“Mod ID: …”): it tells the game what to enable. You need both.
A mod has several Mod IDs. Which one do I use?
Packs come with several, sometimes different versions of the same mod. Add the ones you want to enable; if in doubt, read the description: the author usually says which goes with which.
Does the order matter?
Yes: dependencies first (what the mod's page lists under “Required items”), then the mods that use them. The generator keeps the order you paste them in.
Where is the server's .ini?
In the Zomboid/Server folder of the user that runs the server, named after the server: servertest.ini if you haven't renamed it. Change it with the server stopped: it reads it on startup.
A Zomboid server without touching the .ini
At NapNodes, Workshop mods go in two fields of the panel's Startup page, and the startup adds the Build 42 backslash. We install the stable version from Steam (today, Build 42), the RAM in your plan is yours alone and each machine's load is public on the status page. With lots of mods, check first how much RAM it needs.
Friends can't join? Can't connect to a Project Zomboid server.
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