Sandbox settings + Workshop mods
Difficulty, zombies, mods.
Project Zomboid's behavior is driven by:
<servername>.ini— server-level settings (max players, password, etc.)<servername>_SandboxVars.lua— gameplay settings (zombie pop, loot, weather)
Both live in /data/zomboid/Zomboid/Server/. Stop the server
before editing.
Common sandbox tweaks (_SandboxVars.lua)
SandboxVars = {
Zombies = 3, -- 1=Insane 2=High 3=Normal 4=Low
Distribution = 1,
DayLength = 2, -- 1=15min 2=30min 3=1hr ...
StartYear = 1,
StartMonth = 7,
StartDay = 9,
StartTime = 2, -- 1=7am 2=9am 3=noon ...
WaterShut = 14, -- days until water cuts off
ElecShut = 30,
LootRespawn = 1, -- 1=none 2=every hour 3=every day
Lore = 1,
XpMultiplier = 1.0,
}
There are 60+ knobs. The full list is in the official sandbox docs.
Workshop mods
Project Zomboid uses Steam Workshop directly — the server downloads mods automatically when you list them in the ini.
In <servername>.ini:
Mods=ModID1;ModID2;ModID3
WorkshopItems=2169435993;2657661246;2865727927
Mods is the mod's internal ID (in the mod's mod.info file).
WorkshopItems is the Steam Workshop ID (the ?id= URL number).
Both lists must match — workshop ID per mod ID.
Restart the server. Workshop downloads on boot.
Joining a modded server
Players must subscribe to the same mods on Steam Workshop (or the game prompts them to on join). Restart the game after subscribing.
Admin commands
Use the panel console. Some useful ones:
| Command | What |
|---|---|
/grantadmin <user> | Make admin |
/removeadmin <user> | Demote |
| `/setaccesslevel <admin | moderator |
/teleport <user> | TP to user |
/kick <user> "reason" | Kick |
/ban <user> "reason" | Ban |
/unban <user> | Unban |
/save | Force save |
/quit | Graceful shutdown (saves first) |
Add a chat-side prefix with say if you want broadcasts:
say "Server restarting in 5 minutes".
Map and lore
The default map is Kentucky. You can swap to a custom map with
the Map= line in the ini — value is the map's mod ID. Multiple
maps stack with ;.
Wipe the existing world (saves folder) before swapping maps — the old terrain doesn't migrate.