{"id":3815,"date":"2026-10-27T17:11:36","date_gmt":"2026-10-27T14:11:36","guid":{"rendered":"https:\/\/gameteam.io\/blog\/project-zomboid-dedicated-server-guide\/"},"modified":"2026-10-27T17:11:36","modified_gmt":"2026-10-27T14:11:36","slug":"project-zomboid-dedicated-server-guide","status":"publish","type":"post","link":"https:\/\/gameteam.io\/blog\/project-zomboid-dedicated-server-guide\/","title":{"rendered":"Project Zomboid Dedicated Server: How to Host One (Build 42 Setup, Requirements, Ports)"},"content":{"rendered":"<p><strong>A Project Zomboid dedicated server is a copy of the game&#8217;s world that runs on its own, so your group&#8217;s Knox County stays online whether or not the person who set it up is playing.<\/strong> You can host one yourself with the free Project Zomboid Dedicated Server tool (Steam app 380870) on a Windows or Linux machine with 4\u20138 GB of RAM to spare, open UDP ports 16261 and 16262, and set it up in <code>servertest.ini<\/code>. Build 42 has had multiplayer since 42.13 and became the stable version on July 29, 2026, so this guide is written for Build 42, with notes where Build 41 differs.<\/p>\n<h2 id=\"host-button-or-dedicated-server-which-one-do-you-need\">Host button or dedicated server: which one do you need?<\/h2>\n<p>Project Zomboid gives you two ways to play online. The Host button on the main menu starts a server on your own PC while you play, and friends join through a Steam invite. A dedicated server runs as its own program on a spare PC, a VPS or a rented server, stays up after you log off, and lets anyone with the address and password join. If you have more than a few players, or people play at different times, set up a dedicated server.<\/p>\n<table>\n<thead>\n<tr>\n<th><\/th>\n<th>Host button (co-op, non-dedicated)<\/th>\n<th>Dedicated server<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Where it runs<\/td>\n<td>Your PC, next to your game<\/td>\n<td>Its own process on any machine<\/td>\n<\/tr>\n<tr>\n<td>Online when the host quits<\/td>\n<td>No<\/td>\n<td>Yes<\/td>\n<\/tr>\n<tr>\n<td>How friends join<\/td>\n<td>Steam invite from the Invite Friends screen<\/td>\n<td>IP, port and server password<\/td>\n<\/tr>\n<tr>\n<td>Memory<\/td>\n<td>&#8220;Server memory&#8221; on the Host screen<\/td>\n<td><code>-Xmx<\/code> in the start script<\/td>\n<\/tr>\n<tr>\n<td>Settings<\/td>\n<td>&#8220;Manage settings\u2026&#8221; on the Host screen<\/td>\n<td><code>servertest.ini<\/code> and <code>servertest_SandboxVars.lua<\/code><\/td>\n<\/tr>\n<tr>\n<td>Log to check when it breaks<\/td>\n<td><code>Zomboid\/coop-console.txt<\/code><\/td>\n<td><code>Zomboid\/server-console.txt<\/code><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>How to host a co-op game for friends:<\/strong> choose Host from the main menu, set up the world with <em>Manage settings\u2026<\/em>, pick a <em>Server memory<\/em> value, then start. Once you&#8217;re in, invite friends from the Invite Friends screen. A friend who tries to join without an invite sees &#8220;The host must allow you to join&#8221;. Everything from here on is about the dedicated server.<\/p>\n<h2 id=\"project-zomboid-dedicated-server-requirements\">Project Zomboid dedicated server requirements<\/h2>\n<p>The dedicated server has no Steam store page and no published minimum spec, so size it by what it does. Give the server process 4\u20138 GB of RAM on its own, plus about 7 GB of disk for the install and more for saves, backups and mods. Use a modern 64-bit CPU and a connection whose upload can carry your group. It runs on Windows or Linux, and Steam also ships a macOS build of the tool.<\/p>\n<table>\n<thead>\n<tr>\n<th>Your server<\/th>\n<th>Server memory to start with<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>2 players, vanilla<\/td>\n<td>4 GB<\/td>\n<\/tr>\n<tr>\n<td>4\u20135 players, a few mods<\/td>\n<td>4\u20136 GB<\/td>\n<\/tr>\n<tr>\n<td>Around 10 players, or a mod list<\/td>\n<td>6\u20138 GB<\/td>\n<\/tr>\n<tr>\n<td>20\u201332 players spread across the map, or a big mod list<\/td>\n<td>8 GB and up<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Memory climbs as players spread out, because the server keeps the map loaded around each of them, and an old world uses more than a fresh one. If you host on the PC you also play on, remember the game wants its own share on top. Running a dedicated server without your own hardware is what <a href=\"https:\/\/gameteam.io\/project-zomboid-server-hosting\">Project Zomboid server hosting<\/a> is for.<\/p>\n<h3 id=\"what-is-server-memory-in-project-zomboid\">What is server memory in Project Zomboid?<\/h3>\n<p>Server memory is the most RAM the Java process running the server may use. On the Host screen it is the <em>Server memory<\/em> dropdown, 4 GB by default on 64-bit systems since Build 41.71, and it is saved in <code>Zomboid\/Lua\/host.ini<\/code>. On a dedicated server it is the <code>-Xmx<\/code> value: in <code>StartServer64.bat<\/code> on Windows, and in <code>ProjectZomboid64.json<\/code> in the server folder on Linux. Too little and the server stutters or crashes as the map fills in. Ask for more than the machine has free and it won&#8217;t start at all.<\/p>\n<h2 id=\"how-to-set-up-a-project-zomboid-dedicated-server\">How to set up a Project Zomboid dedicated server<\/h2>\n<p>Install the server tool through Steam or SteamCMD and start it once. That first start creates the config files and asks you for an admin password. Then stop it, edit <code>servertest.ini<\/code>, and start it again. The steps are the same on Windows and Linux apart from the start script. You don&#8217;t need to own anything extra: Steam lets anyone download app 380870.<\/p>\n<h3 id=\"option-a-windows-through-steam\">Option A: Windows, through Steam<\/h3>\n<ol>\n<li>In your Steam library, switch the filter to <em>Tools<\/em> and install <strong>Project Zomboid Dedicated Server<\/strong>.<\/li>\n<li>Right-click it, choose <em>Manage \u2192 Browse local files<\/em>, and run <code>StartServer64.bat<\/code>.<\/li>\n<\/ol>\n<h3 id=\"option-b-windows-or-linux-through-steamcmd\">Option B: Windows or Linux, through SteamCMD<\/h3>\n<ol>\n<li>Install SteamCMD, Valve&#8217;s command-line Steam client.<\/li>\n<li>Download the server. On Linux, use a normal user rather than root:\n<pre><code>steamcmd +force_install_dir \/opt\/pzserver +login anonymous +app_update 380870 validate +quit<\/code><\/pre>\n<p>    On Windows, swap the folder for something like <code>C:\\pzserver<\/code>. Run the same command again later to update.<\/li>\n<li>Start the server: <code>StartServer64.bat<\/code> on Windows, or <code>.\/start-server.sh<\/code> from the install folder on Linux. Run it inside <code>tmux<\/code> or <code>screen<\/code> so it keeps running when you close the terminal.<\/li>\n<\/ol>\n<h3 id=\"first-start-create-the-admin-account\">First start: create the admin account<\/h3>\n<p>On a brand-new server the console stops and asks <code>Enter new administrator password:<\/code>, then <code>Confirm the password:<\/code>. That creates an account called <code>admin<\/code>, which you can log in with from the game. To skip the prompt, add <code>-adminpassword yourpassword<\/code> to the start command. When the console reports the server has started, type <code>quit<\/code> to save and stop it, then edit the config.<\/p>\n<h3 id=\"where-are-the-project-zomboid-server-files\">Where are the Project Zomboid server files?<\/h3>\n<p>The program and your data live in different places. The data folder is <code>C:\\Users\\&lt;you&gt;\\Zomboid<\/code> on Windows and <code>~\/Zomboid<\/code> on Linux, and <code>-cachedir=<\/code> moves it elsewhere.<\/p>\n<table>\n<thead>\n<tr>\n<th>What<\/th>\n<th>Location<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Server program<\/td>\n<td><code>steamapps\/common\/Project Zomboid Dedicated Server<\/code>, or your SteamCMD folder<\/td>\n<\/tr>\n<tr>\n<td>Server settings<\/td>\n<td><code>Zomboid\/Server\/servertest.ini<\/code><\/td>\n<\/tr>\n<tr>\n<td>Sandbox (world) settings<\/td>\n<td><code>Zomboid\/Server\/servertest_SandboxVars.lua<\/code><\/td>\n<\/tr>\n<tr>\n<td>Spawn regions and points<\/td>\n<td><code>Zomboid\/Server\/servertest_spawnregions.lua<\/code>, <code>servertest_spawnpoints.lua<\/code><\/td>\n<\/tr>\n<tr>\n<td>The world save<\/td>\n<td><code>Zomboid\/Saves\/Multiplayer\/servertest\/<\/code><\/td>\n<\/tr>\n<tr>\n<td>Player accounts and whitelist<\/td>\n<td><code>Zomboid\/db\/servertest.db<\/code><\/td>\n<\/tr>\n<tr>\n<td>Automatic backups<\/td>\n<td><code>Zomboid\/backups\/<\/code><\/td>\n<\/tr>\n<tr>\n<td>Server log<\/td>\n<td><code>Zomboid\/server-console.txt<\/code><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>&#8220;servertest&#8221; is only the default name. Start the server with <code>-servername friends<\/code> and it uses <code>friends.ini<\/code>, <code>friends_SandboxVars.lua<\/code> and a <code>friends<\/code> save folder instead, which is how you run several worlds from one install. Give each one its own <code>DefaultPort<\/code> and <code>UDPPort<\/code>.<\/p>\n<h3 id=\"set-the-server-memory\">Set the server memory<\/h3>\n<p>On Windows, open <code>StartServer64.bat<\/code> in a text editor and change the number after <code>-Xmx<\/code>, for example <code>-Xmx6g<\/code> for 6 GB. Keep <code>-Xms<\/code> at or below it. On Linux, change the <code>-Xmx<\/code> entry in <code>ProjectZomboid64.json<\/code>. Leave a couple of GB for the operating system.<\/p>\n<h2 id=\"project-zomboid-server-ports\">Project Zomboid server ports<\/h2>\n<p>A Project Zomboid server needs two UDP ports: 16261, the game port players connect to, and 16262, the direct-connection port. Forward both to the server machine and allow both through its firewall. RCON uses TCP 27015 but only listens once you set an RCON password, and you don&#8217;t need it to play.<\/p>\n<table>\n<thead>\n<tr>\n<th>Port<\/th>\n<th>Protocol<\/th>\n<th>Setting<\/th>\n<th>Used for<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>16261<\/td>\n<td>UDP<\/td>\n<td><code>DefaultPort<\/code><\/td>\n<td>The port players enter; also answers Steam queries<\/td>\n<\/tr>\n<tr>\n<td>16262<\/td>\n<td>UDP<\/td>\n<td><code>UDPPort<\/code><\/td>\n<td>Direct connection between game and server<\/td>\n<\/tr>\n<tr>\n<td>27015<\/td>\n<td>TCP<\/td>\n<td><code>RCONPort<\/code><\/td>\n<td>Remote console, off until <code>RCONPassword<\/code> is set<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Windows Firewall, from an administrator Command Prompt:<\/p>\n<pre><code>netsh advfirewall firewall add rule name=\"Project Zomboid 16261\" dir=in action=allow protocol=UDP localport=16261\nnetsh advfirewall firewall add rule name=\"Project Zomboid 16262\" dir=in action=allow protocol=UDP localport=16262<\/code><\/pre>\n<p>Linux with ufw: <code>sudo ufw allow 16261\/udp<\/code> and <code>sudo ufw allow 16262\/udp<\/code>. On your router, forward both ports, UDP, to the server&#8217;s local IP. <code>UPnP=true<\/code> (the default) tries to set up the forward on its own and falls back to the default ports if it can&#8217;t. To use other ports, change <code>DefaultPort<\/code> and <code>UDPPort<\/code>, or start the server with <code>-port<\/code> and <code>-udpport<\/code>.<\/p>\n<p><strong>&#8220;Server has port 16262 closed&#8221;?<\/strong> Since Build 41.77, the game tries a direct connection on the second port first. If that fails it connects through Steam and warns <em>&#8220;SERVER HAS PORT 16262 CLOSED. PERFORMANCE MAY BE SEVERELY AFFECTED&#8221;<\/em>. Forward 16262 UDP as well as 16261 and the warning goes away.<\/p>\n<h2 id=\"how-to-join-a-project-zomboid-server-and-invite-friends\">How to join a Project Zomboid server (and invite friends)<\/h2>\n<p>From the main menu choose <em>Join<\/em>, then add the server&#8217;s IP and port (16261 unless you changed it), the server password if there is one, and an account username and password for yourself, and click <em>Join Server<\/em>. On an open server, the first time you connect creates that account, so friends need nothing from you but the address and password.<\/p>\n<ol>\n<li>Players outside your home use your public IP. Players on the same network as the server use its local IP.<\/li>\n<li>Save it with <em>Add to favorites<\/em> so it shows on the Favorites tab next time.<\/li>\n<li>To list it publicly, set <code>Public=true<\/code> and it appears in the in-game Internet list. Steam servers always show in Steam&#8217;s own server browser.<\/li>\n<\/ol>\n<p>Two passwords get mixed up a lot. The <strong>server password<\/strong> (<code>Password=<\/code> in <code>servertest.ini<\/code>) is the same for everyone. The <strong>account password<\/strong> belongs to each player and stops someone else taking their username. Get the first one wrong and you see &#8220;Wrong server password given&#8221;.<\/p>\n<h2 id=\"the-settings-to-change-first\">The settings to change first<\/h2>\n<p>Open <code>Zomboid\/Server\/servertest.ini<\/code> with the server stopped and set the basics. Zombie numbers, speed, loot and day length are not in this file: they are sandbox options in <code>servertest_SandboxVars.lua<\/code>, which the server reads every time it starts.<\/p>\n<pre><code>PublicName=Knox Survivors\nPassword=pick-a-password\nMaxPlayers=12\nOpen=true\nPVP=false\nPauseEmpty=true<\/code><\/pre>\n<p><code>MaxPlayers<\/code> defaults to 32, and the game warns that higher counts can cause poor map streaming and desync. For a roleplay (RP) or PvE community, set <code>Open=false<\/code> to make it whitelist-only and create accounts with <code>\/adduser<\/code>. Every option, including the sandbox ones and why settings sometimes don&#8217;t save, is in <a href=\"https:\/\/gameteam.io\/blog\/project-zomboid-server-settings\/\">Project Zomboid server settings explained<\/a>.<\/p>\n<h2 id=\"how-to-add-mods-to-a-project-zomboid-dedicated-server\">How to add mods to a Project Zomboid dedicated server<\/h2>\n<p>Each Steam Workshop mod needs two entries in <code>servertest.ini<\/code>: its Workshop ID in <code>WorkshopItems=<\/code> and its mod ID in <code>Mods=<\/code>, each list separated by semicolons. On every start the server downloads the listed Workshop items before it loads the world, and players are asked to download the same items when they join. Leave out either list and the mod silently does nothing. Map mods also add their folder name to <code>Map=<\/code>. The step-by-step version, with Build 42 compatibility and the errors you&#8217;ll meet, is <a href=\"https:\/\/gameteam.io\/blog\/project-zomboid-server-mods\/\">how to add mods to a Project Zomboid server<\/a>.<\/p>\n<h2 id=\"becoming-admin-and-using-commands\">Becoming admin and using commands<\/h2>\n<p>Log in with the <code>admin<\/code> account from the first start, or give your own account the role from the server console with <code>setaccesslevel \"yourname\" admin<\/code>. In game, admins type commands into chat with a slash (<code>\/players<\/code>, <code>\/kickuser<\/code>, <code>\/save<\/code>) and get an Admin Panel. In the console you type the same commands without the slash. The full list is in <a href=\"https:\/\/gameteam.io\/blog\/project-zomboid-server-commands\/\">Project Zomboid server commands<\/a>.<\/p>\n<h2 id=\"build-42-vs-build-41-servers\">Build 42 vs Build 41 servers<\/h2>\n<p>Build 42 (B42) is now the default. Multiplayer came back in unstable 42.13 in December 2025, Build 42.20 replaced Build 41 as the stable version on July 29, 2026, and 42.21 followed on September 28. Build 41 saves don&#8217;t load in Build 42. If your group wants to stay on Build 41, move the server and every player to the <code>legacy41<\/code> beta branch.<\/p>\n<ul>\n<li><strong>Server on B41:<\/strong> <code>steamcmd +force_install_dir \/opt\/pzserver +login anonymous +app_update 380870 -beta legacy41 validate +quit<\/code><\/li>\n<li><strong>Players on B41:<\/strong> right-click Project Zomboid in Steam \u2192 <em>Properties<\/em> \u2192 <em>Game Versions &amp; Betas<\/em> \u2192 <code>legacy41<\/code>.<\/li>\n<li><strong>Mixed versions:<\/strong> a player on a different build gets &#8220;Client version (\u2026) does not match server version (\u2026)&#8221; and can&#8217;t join.<\/li>\n<\/ul>\n<p>Mods are the other thing to check when you choose a build. Plenty of Workshop mods were made for Build 41 only, and their pages say so.<\/p>\n<h2 id=\"updating-backing-up-and-resetting-your-server\">Updating, backing up and resetting your server<\/h2>\n<p>To update, stop the server with <code>quit<\/code>, run the same SteamCMD command again (or let Steam update the tool), then start it. Back the world up first. Players who update before the server does can&#8217;t join until it catches up. Workshop mods are a separate story: the server fetches them each time it starts, so a restart is enough to pick up a mod update.<\/p>\n<ul>\n<li><strong>Automatic backups:<\/strong> by default the server zips a backup on every start and whenever the game version changes, keeping the newest 5 (<code>BackupsCount<\/code>) in <code>Zomboid\/backups\/<\/code>. Set <code>BackupsPeriod<\/code> to a number of minutes for timed backups as well.<\/li>\n<li><strong>Manual backup:<\/strong> copy <code>Zomboid\/Saves\/Multiplayer\/servertest<\/code>, <code>Zomboid\/Server<\/code> and <code>Zomboid\/db<\/code> with the server stopped.<\/li>\n<li><strong>How to reset a Project Zomboid server:<\/strong> stop it and move or delete <code>Zomboid\/Saves\/Multiplayer\/servertest<\/code>. The next start builds a fresh world with the same settings. Keep <code>Zomboid\/db\/servertest.db<\/code> if players should keep their accounts, or delete it too for a clean slate.<\/li>\n<li><strong>Soft reset:<\/strong> the game also has a lighter reset, offered on the Host screen. It keeps buildings and constructions, but removes items in containers and on the ground, corpses, zombies and blood, and resets the clock and building alarms.<\/li>\n<\/ul>\n<h2 id=\"common-project-zomboid-server-problems-and-fixes\">Common Project Zomboid server problems and fixes<\/h2>\n<table>\n<thead>\n<tr>\n<th>What you see<\/th>\n<th>Most likely cause<\/th>\n<th>Fix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>&#8220;Server has port 16262 closed&#8221;<\/td>\n<td>Only 16261 is forwarded<\/td>\n<td>Forward and allow UDP 16262 too<\/td>\n<\/tr>\n<tr>\n<td>Stuck on &#8220;Getting Server Info\u2026&#8221;, &#8220;The server failed to respond&#8221;, or the server is not responding<\/td>\n<td>Wrong IP or port, server not finished starting, or UDP 16261 blocked<\/td>\n<td>Check the address, wait for the console to say it started, check the forward and firewall<\/td>\n<\/tr>\n<tr>\n<td>&#8220;Server has stopped during launch (\u2026)&#8221;, with a termination reason in the brackets, or &#8220;Terminated&#8221; on the Host screen<\/td>\n<td>The co-op server closed itself, usually over a mod, a broken sandbox file or too little Server memory<\/td>\n<td>Read <code>coop-console.txt<\/code>, remove the last mod you added, raise Server memory<\/td>\n<\/tr>\n<tr>\n<td>Stuck on &#8220;Initializing&#8221; or &#8220;Loading world&#8221;, taking forever<\/td>\n<td>First start generating the world, or big Workshop items downloading<\/td>\n<td>Give the first start time; if it never finishes, the log shows where it stopped<\/td>\n<\/tr>\n<tr>\n<td>Server won&#8217;t start: &#8220;Exiting due to errors loading \u2026_SandboxVars.lua&#8221;<\/td>\n<td>A typo in the sandbox file, often a missing comma or brace<\/td>\n<td>Fix the line or restore the file from a backup<\/td>\n<\/tr>\n<tr>\n<td>&#8220;Failed to download map from the server.&#8221;<\/td>\n<td>The connection dropped while your game was loading the area around you<\/td>\n<td>Rejoin; if it keeps happening, check both ports and the server&#8217;s load<\/td>\n<\/tr>\n<tr>\n<td>&#8220;File doesn&#8217;t exist on the server&#8221; \/ kicked because game files don&#8217;t match<\/td>\n<td>Your game has files the server doesn&#8217;t, usually a mod you enabled only on your side<\/td>\n<td>Turn off mods the server doesn&#8217;t use, verify game files in Steam<\/td>\n<\/tr>\n<tr>\n<td>&#8220;Workshop item version is different than the server&#8217;s&#8221;<\/td>\n<td>A mod updated after the server started<\/td>\n<td>Restart the server so it downloads the new version<\/td>\n<\/tr>\n<tr>\n<td>&#8220;Client version (\u2026) does not match server version (\u2026)&#8221;<\/td>\n<td>Player and server on different builds<\/td>\n<td>Update the server, or move both to the same branch<\/td>\n<\/tr>\n<tr>\n<td>&#8220;Wrong server password given&#8221;<\/td>\n<td>Server password typed wrong<\/td>\n<td>Use <code>Password=<\/code> from <code>servertest.ini<\/code>, not your account password<\/td>\n<\/tr>\n<tr>\n<td>&#8220;User is already connected to the server&#8221;<\/td>\n<td>The server still holds your last session after a crash<\/td>\n<td>Wait a minute, or have an admin kick your username<\/td>\n<\/tr>\n<tr>\n<td>Game crashing when joining a modded server<\/td>\n<td>A mod built for the other build, or two mods that clash<\/td>\n<td>Check the mods&#8217; Build tags; remove the newest one and retry<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>The server writes everything to <code>Zomboid\/server-console.txt<\/code>. When it&#8217;s not obvious which mod or setting broke the server, the last lines before the error usually name it.<\/p>\n<h2 id=\"skip-the-setup-rent-a-project-zomboid-server\">Skip the setup: rent a Project Zomboid server<\/h2>\n<p>Self-hosting means a PC that stays on, two forwarded ports and two config files to keep straight. If your group would rather just survive, <a href=\"https:\/\/gameteam.io\/project-zomboid-server-hosting\">Project Zomboid server hosting<\/a> on GameTeam is ready in minutes. You pay per GB of RAM, from $0.49\/GB a week, with no slot fees and nothing to forward. The built-in AI copilot handles the fiddly parts. Tell it &#8220;make it whitelist-only for 8 people, shamblers only, 2-hour days&#8221; and it edits <code>servertest.ini<\/code> and <code>servertest_SandboxVars.lua<\/code> for you. Ask &#8220;why can&#8217;t my friend join?&#8221; and it reads <code>server-console.txt<\/code> and tells you.<\/p>\n<h2 id=\"faq\">FAQ<\/h2>\n<h3 id=\"can-you-host-your-own-project-zomboid-server\">Can you host your own Project Zomboid server?<\/h3>\n<p>Yes. The dedicated server tool is free to download through Steam or SteamCMD, and the Host button runs a co-op server from inside the game. Both work in Build 41 and Build 42.<\/p>\n<h3 id=\"is-project-zomboid-multiplayer\">Is Project Zomboid multiplayer?<\/h3>\n<p>Yes. Build 41 has online multiplayer, and Build 42 got it back in 42.13 (December 2025). It&#8217;s been part of the stable game since 42.20. Servers also allow split-screen co-op players unless <code>AllowCoop<\/code> is turned off.<\/p>\n<h3 id=\"how-much-ram-does-a-project-zomboid-dedicated-server-need\">How much RAM does a Project Zomboid dedicated server need?<\/h3>\n<p>4\u20138 GB for the server alone: 4 GB for a couple of friends, 8 GB for a bigger group spread out or a long mod list. Memory grows with how much of the map is loaded, so a server&#8217;s needs rise over its life.<\/p>\n<h3 id=\"does-it-cost-money-to-host-a-project-zomboid-server\">Does it cost money to host a Project Zomboid server?<\/h3>\n<p>The software is free. Self-hosting costs a machine that stays on and its electricity. A rented server is usually priced by RAM or slots. On GameTeam, a 4 GB server is $1.96 a week and an 8 GB one is $3.92 a week, with unlimited slots.<\/p>\n<h3 id=\"why-is-my-project-zomboid-host-server-terminated\">Why is my Project Zomboid host server terminated?<\/h3>\n<p>&#8220;Terminated&#8221; means the server process behind the Host button stopped. Open <code>coop-console.txt<\/code> in your Zomboid folder and read the last lines. A mod that failed to download or load, a broken sandbox file and too little Server memory are the usual causes.<\/p>\n<h3 id=\"which-server-host-is-best-for-project-zomboid\">Which server host is best for Project Zomboid?<\/h3>\n<p>Look for a location close to your players, enough RAM for your mod list without paying per slot, Workshop mods without hoops, easy access to <code>servertest.ini<\/code> and the sandbox file, and backups. If you&#8217;d rather not touch config files at all, pick a host where an assistant can make the changes for you.<\/p>\n<h3 id=\"can-i-run-a-project-zomboid-server-on-linux-or-in-docker\">Can I run a Project Zomboid server on Linux or in Docker?<\/h3>\n<p>Linux, yes: install with SteamCMD and start <code>start-server.sh<\/code>. The Indie Stone doesn&#8217;t publish a Docker image. The ones on GitHub are community-made, so read what an image does before you run it.<\/p>\n<h3 id=\"can-i-connect-my-server-to-discord\">Can I connect my server to Discord?<\/h3>\n<p>The server has its own chat bridge: set <code>DiscordEnable=true<\/code>, your bot&#8217;s <code>DiscordToken<\/code> and a <code>DiscordChatChannel<\/code> in <code>servertest.ini<\/code>, and global chat mirrors to that channel. On GameTeam, the Live Discord Bridge also posts server start, stop and restart events to Discord.<\/p>\n","protected":false},"excerpt":{"rendered":"A Project Zomboid dedicated server is a copy of the game&#8217;s world that runs on its own, so&hellip;\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[171],"tags":[],"class_list":["post-3815","post","type-post","status-publish","format-standard","category-project-zomboid-tutorials","vision-entry","vision-video-wrap"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Project Zomboid Dedicated Server: How to Host One (Build 42 Setup, Requirements, Ports) - GameTeam - Blog<\/title>\n<meta name=\"description\" content=\"How to set up a Project Zomboid dedicated server on Build 42: server memory, SteamCMD install, ports 16261 and 16262, joining, admin and fixes.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/gameteam.io\/blog\/project-zomboid-dedicated-server-guide\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Project Zomboid Dedicated Server: How to Host One (Build 42 Setup, Requirements, Ports) - 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