How to Install Mods in Project Zomboid
To use mods in Project Zomboid, your server must be in Advanced Mode. Make sure this mode is active before adding any mods.
We will use the example mod Fluffy Hair.
Finding the Workshop ID and Mod ID
You need two different details for every mod:
- Workshop ID: The number used to find the mod’s item in the Steam Workshop.
- Mod ID: The internal name Project Zomboid uses to activate the mod. It is not always identical to the mod’s visible name.
You can usually find both details directly in the mod’s description on its Steam Workshop page. They are often listed at the beginning or the end of the description. For the example mod, they look like this:
Workshop ID: 2447729538
Mod ID: FH
Copy the values exactly as shown. Enter the Workshop ID in the WorkshopItems= line and the Mod ID in the Mods= line. Do not simply use the visible mod name for Mods=; use the Mod ID provided in the description.
Adding a mod to the server configuration
Stop your server in the 4NetPlayers customer area.
Click on the name of your server.
Open the
servertest.inifile on the left.Find the
WorkshopItems=line in the text editor on the right.Enter the Workshop ID after the equals sign. For Fluffy Hair, the line looks like this:
WorkshopItems=2447729538Then find the
Mods=line.Enter the Mod ID after the equals sign. For Fluffy Hair, the line looks like this:
Mods=FHClick Save.
Adding multiple mods
Separate multiple Workshop IDs and Mod IDs with a semicolon (;). Enter the values without spaces and keep the same order in both lines. The first Workshop ID therefore belongs to the first Mod ID, the second to the second, and so on.
Example:
WorkshopItems=2447729538;1234567890;9876543210
Mods=FH;ModID2;ModID3
If the lines already contain other mods, do not delete them. Add the new values with a semicolon and check that the order in WorkshopItems= and Mods= matches.
Mod maps
Mod maps add new areas or maps to the game world. First add them in the same way as other mods: put the Workshop ID in WorkshopItems= and the Mod ID in Mods=.
You must also enter the map name in the Map= line of the servertest.ini file. You can usually find the required map name in the mod’s description as well. Copy it exactly, because it may differ from both the Workshop ID and the Mod ID.
Mod maps must be listed before the existing vanilla maps. The configuration can look like this:
WorkshopItems=WorkshopIDofMapMod
Mods=ModIDofMapMod
Map=MapName;Muldraugh, KY
If a mod map lists several map names, enter all of them in the order specified.
Important: Add mod maps before starting the server for the first time. They are only activated when the game world is created. They have no effect in an already running world.
Start the server only after saving your changes. This rule applies to mod maps and regular mods alike.