Navigation:Project Zomboid>Game mechanics>User interface>Moodles

A **moodle** is an indicator of the current emotional and physical state of
the player, similar to _status effects_ in role-playing games. Moodles are
displayed in the top right-hand corner of the screen, and hovering the cursor
over an individual moodle provides further information.

## List of moodles

### ![Moodle Icon Hungry.png](/w/images/d/d3/Moodle_Icon_Hungry.png) Hungry

* * *

    This moodle represents the character's hunger state. A red background indicates that the player needs to eat food. A green background shows that the character is well-fed.
    Being fed boosts strength, carry capacity and healing rate, whereas being hungry has the opposite effect, in addition to slower body heat generation.

    Currently, nutrition and hunger are entirely separate. Burning or gaining calories has no effect on this moodle. An emaciated character can still die when _Full to Bursting_ ; conversely, a starving character can die even if well overweight.

    **Traits** :

    Having the **Light Eater** trait slows down the hunger rate by 25%, whereas the **Hearty Appetite** trait increases it by 50%.

    **Negative Hunger Effects**

    **Peckish**

    _"Could do with a bite to eat."_
    The character is beginning to feel hungry. No effects yet.
    Occurs when hunger is above 15%.

    **Hungry**

    _"Could eat a horse right now."_
    The character is hungry, having not eaten for the better part of a day.
    Carrying Capacity reduced by 1 point. Body heat generation slightly decreased. Healing speed reduced by 35%.
    Occurs when hunger is above 25%.

    **Very Hungry**

    _"Reduced strength and healing."_
    The character is very hungry, having not eaten for more than a day.
    Carrying Capacity reduced by 2 points. Body heat generation further decreased. Healing speed reduced by 60%.
    Occurs when hunger is above 45%.

    **Starving**

    _"Health now just falling away..."_
    The character is extremely weak and hungry. Body heat generation moderately decreased.
    Carrying Capacity reduced by 2 points. Health slowly decreases until the character either dies, or consumes enough food to stop starving.
    Occurs when hunger is above 70%.

    **Positive Hunger Effects**

    Having any positive hunger moodle will increase the character's Carrying Capacity by _2 points._ The player will also regain health faster. The buffs last only a short time, requiring constant nourishment to maintain them.
    A character who goes to sleep with any positive hunger moodle may wake mid-sleep from a night terror.

    **Satiated**

    _"Gnawing hunger entirely absent."_
    The character is not hungry, for now. The player heals faster and their strength is increased.

    **Well Fed**

    _"Tummy full. Goodness is making its way through your system."_
    The character is full. The player heals faster and their strength is increased.

    **Stuffed**

    _"Stomach contented. Health and strength aided."_
    The character is full and energized. The player heals faster and their strength is increased. The player can't eat anymore.

    **Full to Bursting**

    _"Couldn't take another single, solitary bite."_
    The character is completely full and will not be hungry for a while. The player heals faster and their strength is increased. The player can't eat anymore.

* * *

### ![Moodle Icon Thirsty.png](/w/images/f/fd/Moodle_Icon_Thirsty.png) Thirsty

* * *

    This character has gone a while without drinking water or other beverages. Dehydration leads to weakness, reduced carrying capacity, slightly increased heat generation, and eventual death.
    Thirst can be quenched primarily through bottles filled with clean water; many other consumables help influence thirst as well, usually by decreasing it.
    Sources of hydration must be clean and the water itself must be boiled, lest sickness can occur.

    **Traits** :

    The **Low Thirst** trait slows down the thirst rate by 50%; conversely, **High Thirst** increases it by 100%.

    **Slightly Thirsty**

    _"Dry Mouth."_
    The character has gone a few hours without water, assuming no extreme temperatures. No effects yet.
    Occurs when thirst is above 13%.

    **Thirsty**

    _"Dehydrated."_
    The character's growing weak from thirst, after roughly half a day without water. Carrying Capacity reduced by 1 point. Body heat generation slightly increased.
    Occurs when thirst is above 25%.

    **Parched**

    _"Feeling faint and dizzy."_
    The character is even weaker after almost a day without water. Carrying Capacity reduced by 2 points. Body heat generation further increased.
    Occurs when thirst is above 70%.

    **Dying of Thirst**

    _"Desperate for water."_
    The character's suffering dangerous dehydration, over a day since their last drink. Carrying Capacity reduced by 2 points. Body heat generation moderately increased. Health slowly decreases until the character either dies, or quenches their thirst.
    Occurs when thirst is above 85%.

* * *

### ![Moodle Icon Panic.png](/w/images/e/e4/Moodle_Icon_Panic.png) Panic

* * *

    The character is panicking, usually due to the sight of nearby zombies. Panic narrows your vision cone, reduces weapon damage and critical chance, and reduces push knockdown chance and knockback.

    This moodle can be removed and prevented temporarily by using beta blockers or alcohol, which greatly improve panic reduction speed. Sleep will boost the rate of panic loss, but there is a chance for a sleeping character to abruptly wake up with strong panic and stress due to a nightmare.
    Characters accrue panic faster if a zombie is detected behind them. Re-spotting zombies increases panic, even if the character only turns around momentarily. Despite the moodle's description, weapon accuracy is _not_ reduced.

    Over time, this moodle will become less common as the character becomes acclimated to the zombies. A character's panic recovery speed increases every day, as time ticks over to midnight, up to a maximum of 150 days survived.

    **Traits** :

    Characters with **Desensitized** can never gain levels of panic from exposure to zombies, though they may still gain panic from nightmares.
    **Agoraphobic** and **Claustrophobic** characters will slowly gain panic in open and enclosed spaces respectively. The rate of panic depends on the number of visible tiles, meaning **Claustrophobic** characters may not get panicked in large enough rooms.
    **Brave** reduces zombie-presence panic gain by 70%, whilst **Cowardly** instead doubles zombie-presence panic gain.
    **Hemophobic** characters will gain panic if performing first-aid on themselves. Finally, characters with **Adrenaline Junkie** will gain a 10% or 25% movement speed bonus when at Strong or Extreme Panic, respectively.

    **Slight Panic**

    _"Do your best to remain calm"_

    1.3% decreased critical chance.

    **Panic**

    _"Accuracy reduced"_

    2.6% decreased critical chance. Melee weapons damage reduced by 0.1.
    The character will stand up faster from a sitting position.

    **Strong Panic**

    _"Accuracy severely reduced"_

    3.9% decreased critical chance. Melee weapons damage reduced by 0.2. Guns deal 0.4 less damage. At aiming 6, this damage penalty is removed.
    The character will stand up faster from a sitting position.

    **Extreme Panic**

    _"Accuracy and vision severely reduced"_

    5.2% decreased critical chance. Melee weapons damage reduced by 0.3. Guns deal 0.6 less damage. At aiming 6, this damage penalty is removed.
    The character will stand up faster from a sitting position, and his vision cone will become narrower.

    Note: Weapons damage are not lowered under 0.1 (before applying endurance / tiredness damage output reduction for melee weapons).

* * *

### ![Moodle Icon Bored.png](/w/images/b/bb/Moodle_Icon_Bored.png) Bored

* * *

    The character is bored from inactivity. It is triggered by standing idle for too long, being indoors, reading Skill books, or eating poor quality/stale/rotten food.
    This moodle can be removed by reading literature, watching television, listening to CDs or a radio, becoming panicked (by fighting zombies), and being active outdoors. While this moodle does nothing on its own, it can lead to unhappiness.

    **Getting Bored**

    _"Occupy yourself, or seek entertainment."_
    The character is starting to get bored. No effects yet.
    Occurs when boredom is above 25%.

    **Bored**

    _"In danger of becoming unhappy."_
    The character is bored. Unhappiness rises at a slow rate.
    Occurs when boredom is above 50%.

    **Very Bored**

    _"High chance of becoming unhappy."_
    The character is highly bored. Unhappiness rises at a moderate rate.
    Occurs when boredom is above 75%.

    **Extremely Bored**

    _"Very high chance of becoming unhappy."_
    The character is incredibly bored. Unhappiness rises quickly.
    Occurs when boredom is above 90%.

* * *

### ![Moodle Icon Stressed.png](/w/images/1/16/Moodle_Icon_Stressed.png)
Stressed

* * *

    The character is stressed due to potentially being infected, surrounded by zombies, covered in blood with the hemophobic trait, night terrors, or not smoking cigarettes for a while with the smoker trait.
    Stress can be treated by smoking cigarettes, reading literature, and putting some distance from the zombies.
    Stress reduces the damage of weapons (shaking hands...), and chronic stress will lead to unhappiness.

    **Anxious**

    _"On edge."_

    The character suffers from minor stress. No effect yet.
    Occurs when stress is above 25%.

    **Agitated**

    _"Nervous and jumpy."_

    The character is noticeably stressed. Melee and ranged damage, reduced by 0.1. Unhappiness rises slowly.
    Occurs when stress is above 50%. This is the usual cap for Smokers who haven't had a cigarette.

    **Stressed**

    _"Sweaty palms. Gnawing fear."_

    The character is highly stressed. Melee and ranged damage, reduced by 0.2. Unhappiness rises moderately fast.
    Occurs when stress is above 75%.

    **Nervous Wreck**

    _"Terrified."_

    The character is extremely stressed. Melee and ranged damage, reduced by 0.3. Unhappiness rises quickly.
    Occurs when stress is above 90%.

    **Note:** Weapons damage are not lowered under 0.1 (before applying endurance / tiredness damage output reduction for melee ones).

* * *

### ![Moodle Icon Unhappy.png](/w/images/b/b5/Moodle_Icon_Unhappy.png) Unhappy

* * *

    The character is sad due to prolonged boredom, stress, or consuming certain food items. Unhappiness makes all timed actions take longer: equipping weapons, transferring items, crafting, construction and so on.
    Unhappiness is reduced by reading certain literature, eating food that increases happiness like most sweets, Soups, Strawberries, drinking alcohol, or by taking anti-depressants.
    Once NPC survivors are re-implemented, talking to them might also help with unhappiness.

    **Feeling a little sad**

    _"Find a way to raise your mood."_
    Timed actions slowed by ~7.4%.
    Occurs when unhappiness is above 20%.

    **Getting a tad weepy**

    _"Seek some excitement or human contact."_
    Timed actions slowed by ~13.7%.
    Occurs when unhappiness is above 45%.

    **Depressed**

    _"Ravaged by mourning and desperation."_
    Timed actions slowed by ~19.6%.
    Occurs when unhappiness is above 60%.

    **Severely Depressed**

    _"Find a way to forget reality."_
    Timed actions slowed by ~26.5%.
    Occurs when unhappiness is above 80%.

* * *

### ![Moodle Icon Drunk.png](/w/images/f/f8/Moodle_Icon_Drunk.png) Drunk

* * *

    The character has drunk alcohol and has become intoxicated. Being drunk increases fatigue depending on the level of drunkness. It also makes the character generate less heat, and delays driving controls.
    This moodle will disappear over time, with sleep and rest speeding up the process.
    Despite the moodle's description, the character's movement and vaulting/climbing abilities currently appear unaffected. Weapons can also be used at normal capacity.
    This moodle does however, affect search mode.

    **A Bit Tipsy**

    _"Downed some booze"_
    Occurs when drunkenness is above 10%.

    **Inebriated**

    _"Co-ordination slightly impaired."_
    Occurs when drunkenness is above 30%.

    **Plastered**

    _"Co-ordination impaired."_
    Occurs when drunkenness is above 50%.

    **Utterly Shit-Faced**

    _"Iss you an' me 'gainst the wurld. I love you. I LOVE YOU."_
    Occurs when drunkenness is above 70%.

* * *

### ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)
Heavy Load

* * *

    The character is carrying too much. This results in slower and clumsier movement, and reduced endurance recovery.
    At _Very Heavy Load_ and above, the character cannot recover endurance by standing idle, further movement will drain it, and they will take continuous, non-lethal damage. Sitting on the ground or in a vehicle or resting on furniture halts the damage.
    The chances of tripping from stumbling into zombies, running and jumping over fences, and failing to climb tall walls increase with this moodle's severity.

    **Fairly Heavy Load**

    Total encumbrance: >100% capacity

    _"Carrying a little too much."_
    The character is mildly encumbered. 13% increased chance to trip when run/sprint vaulting a low fence. 5% less critical chance. 7% less attack speed. 8% less chance to climb tall fences. 19% slower walking/running/sprinting speed.
    Endurance recovery decreased.
    The chance of blocking zombie frontal attack is reduced by 2%.

    **Heavy Load**

    Total encumbrance: >125% capacity

    _"Movement speed reduced."_
    The character is encumbered. 26% increased chance to trip when run/sprint vaulting a low fence. 10% less critical chance. 14% less attack speed. 16% less chance to climb tall fences. 37% slower walking/running speed. Sprinting disabled.
    Endurance recovery severely decreased.
    The chance of blocking zombie frontal attack is reduced by 4%.

    **Very Heavy Load**

    Total encumbrance: >150% capacity

    _"Movement speed highly reduced."_
    The character is very encumbered. 39% increased chance to trip when run/sprint vaulting a low fence. 15% less critical chance. 21% less attack speed. 24% less chance to climb tall fences. 56% slower walking/running speed. Running disabled (can only "power-walk").
    Endurance decreases slowly while moving, endurance recovery stops entirely, and the character will take damage gradually until reaching 75% Health.
    The chance of blocking zombie frontal attack is reduced by 6%.

    **Extremely Heavy Load**

    Total encumbrance: >175% capacity

    _"Can't take much more! Movement compromised."_
    The character is extremely encumbered. 52% increased chance to trip when run/sprint vaulting a low fence. 20% less critical chance. 28% less attack speed. 32% less chance to climb tall fences. 75% slower walking speed.
    Endurance decreases at a moderate rate while moving, endurance recovery stops entirely, and the character will take damage until at 75% Health.
    The chance of blocking zombie frontal attack is reduced by 8%.

* * *

### ![Moodle Icon Endurance.png](/w/images/f/f0/Moodle_Icon_Endurance.png)
Endurance

* * *

    The character is exerted from physical activities such as running, sprinting, vaulting fences or swinging their weapon. They will walk, run, sprint, and swing weapons slower, and have a higher chance of tripping. At very high exertion levels, sprinting and then running will be disabled.
    Endurance recovers slowly when the character is idle and suffering no further negative effects. Recovery can be sped up by sitting on the ground or in a vehicle, resting on furniture, eating ginseng or having high fitness skills. Conversely, walking or sneaking sharply decreases, or even nullifies recovery.
    Fatigue is linked to Endurance. On one hand, tiredness greatly slows down endurance recovery, up to the point of halting it; on the other hand, exertion causes accelerated drowsiness, potentially cutting the time until full fatigue by ~70%.
    Swinging heavier melee weapons, like the lead pipe, will exert the character more than lighter weapons. Players should consider their weapons carefully, until or unless an occupation, trait or higher weapon skill is used or attained.

    **Moderate Exertion**

    _"Take a break."_
    The character is becoming exhausted. 50% decreased melee damage. 7% decreased attack speed. 10% increased chance to trip when run/sprint vaulting a low fence. 5% less chance to climb tall fences. 19% slower walking/running/sprinting speed.
    Occurs when 25% of total endurance has been used.
    The chance of blocking zombie frontal attack is reduced by 2%.

    **High Exertion**

    _"Can barely jog."_
    The character is exhausted. 80% decreased melee damage. 14% decreased attack speed. 20% increased chance to trip when run/sprint vaulting a low fence. 10% less chance to climb tall fences. 37% slower walking/running speed. Sprinting disabled.
    Occurs when 50% of total endurance has been used.
    The chance of blocking zombie frontal attack is reduced by 4%.

    **Excessive Exertion**

    _"Can barely walk."_
    The character is highly exhausted. 90% decreased damage. 21% decreased attack speed. 30% increased chance to trip when run/sprint vaulting a low fence. 15% less chance to climb tall fences. 56% slower walking speed. Running and "power-walking" disabled. Exercise disabled, and will be ceased upon reaching this level of exertion.
    Occurs when 75% of total endurance has been used.
    The chance of blocking zombie frontal attack is reduced by 6%.

    **Exhausted**

    _"Can barely move."_
    The character is thoroughly exhausted. 95% decreased damage. 28% decreased attack speed. 40% increased chance to trip when run/sprint vaulting a low fence. 20% less chance to climb tall fences. 75% slower walking speed. The character will no longer be able to swing the sledgehammer.
    Occurs when 90% of total endurance has been used.
    The chance of blocking zombie frontal attack is reduced by 8%.

* * *

### ![Moodle Icon Tired.png](/w/images/2/2b/Moodle_Icon_Tired.png) Tired

* * *

    The character has stayed awake for an extended period of time, and is becoming tired. Fatigue leads to reduced endurance regeneration - to the point of stopping altogether. The vision cone, weapon damage penalties and body heat generation also worsens with increasing tiredness.
    The rate at which a character becomes fatigued linearly scales with their remaining endurance: at zero endurance, fatigue increases roughly three times as fast.
    This moodle can be removed by sleeping. Items like vitamins or a caffeinated drink can reduce tiredness, while sleeping tablets will increase it. The higher the moodle's intensity, the longer the character will sleep.
    Note: Currently, players cannot pass out from lack of sleep.

    **Traits** :

    The **Wakeful** trait reduces the rate of fatigue by 30%, whereas **Sleepyhead** increases it by 30%.

    **Drowsy**

    _"Could do with a lie-down."_
    The character is slightly fatigued. 50% decreased melee damage. Vision cone starts to narrow. Endurance regeneration greatly reduced.
    Occurs when fatigue is above 60%.

    **Tired**

    _"Awareness reduced."_
    The character is fatigued. 80% decreased melee damage. Vision cone and awareness radius further narrow. Endurance regeneration severely reduced.
    Occurs when fatigue is above 70%.

    **Very Tired**

    _"Awareness severely reduced."_
    The character is very fatigued. 90% decreased melee damage. Vision cone and awareness radius significantly narrower. Endurance regeneration now impractically slow.
    Occurs when fatigue is above 80%.

    **Ridiculously Tired**

    _"So tired. So desperately, inhumanly tired."_
    The character is extremely fatigued. 95% decreased melee damage. Vision cone and awareness radius compromised. Endurance regeneration entirely stopped.
    Occurs when fatigue is above 90%.

* * *

### ![Moodle Icon TempHot.png](/w/images/d/dd/Moodle_Icon_TempHot.png)
Hyperthermia

* * *

    The character is getting too hot due to excessive heat exposure from a heat source, clothing, weather, vehicle heater, or exercise/exertion. Going in/outdoors (depending on which is colder) or removing clothing and wearing clothes with lower insulation will remove this. Being hydrated is important to have good heat resistance.
    This is also a sign of illness or zombie infection, as these lead to an increase in body temperature. Note that it is highly improbable to reach maximum Hyperthermia in the current version of the game, as sweat helps dissipate and control heat.

    **Unpleasantly Hot**

    _"Consider taking off clothing. Thirst increased."_
    The character is somewhat hotter than normal. Their thirst will increase slightly faster.
    Occurs when core body temperature is above 37.5 °C.

    **Overheated**

    _"Thirsty. Sweaty. Over-exposed."_
    The character is quite a lot hotter than usual. Faster thirst and tiredness rate. 34% decreased attack speed. Slightly reduced movement speed.
    Occurs when core body temperature is above 39 °C.

    **Sunstruck**

    _"Nauseous, unable to concentrate and desperate for liquids."_
    The character is very hot. Faster still thirst and tiredness rate. 67% decreased attack speed. Moderately reduced movement speed.
    Occurs when core body temperature is above 40 °C.

    **Hyperthermic**

    _"Delirious from heat stroke and exposure. Severely endangered."_
    The character is far too hot. Significantly faster thirst and tiredness rate. Small reduction in awareness. 90% decreased attack speed. Severely reduced movement speed. The character will lose health very slowly.
    Occurs when core body temperature is above 41 °C.

* * *

### ![Moodle Icon TempCold.png](/w/images/3/3e/Moodle_Icon_TempCold.png)
Hypothermia

* * *

    The character is too cold due to a lack of warm clothes, staying wet, cold weather/wind chill or a vehicle's A/C. To combat hypothermia, the character can wear warmer clothes, stay indoors, build a campfire or turn on the heater in a vehicle. Being hungry, tired and unfit reduces cold resistance.
    This moodle affects the character's speed, and they will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of catching the flu.

    **Chilly**

    _"It feels a bit nippy around here..."_
    The character is starting to become cold. No effects yet.
    Occurs when core body temperature is below 36.5 °C.

    **Cold**

    _"You need to find ways to keep warm."_
    The character is getting colder. 34% decreased attack speed. Moderately decreased walking/running speed.
    Occurs when core body temperature is below 35 °C.

    **Freezing**

    _"Man alive. It is SO cold."_
    The character is very cold. 67% decreased attack speed. Significantly decreased walking/running speed.
    Occurs when core body temperature is below 30 °C.

    **Hypothermic**

    _"Body and mind obsessed by the cold."_
    The character is extremely cold. 90% decreased attack speed. Severely decreased walking/running speed. Slowly loses health until at 1% Health.
    Occurs when core body temperature is below 25 °C.

* * *

### ![Moodle Icon Windchill.png](/w/images/3/3d/Moodle_Icon_Windchill.png)
Windchill

* * *

    The character is exposed to wind, and their apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the wind chill is.
    The only way to remove this moodle is by going indoors.

    **Slight windchill**

    _"It's feeling 5 to 10 degrees colder than it actually is."_

    **Uncomfortable windchill**

    _"It's feeling 10 to 15 degrees colder than it actually is."_

    **Freezing windchill**

    _"It's feeling 15 to 20 degrees colder than it actually is."_

    **Horrific windchill**

    _"It's feeling more than 20 degrees colder than it actually is."_
    At this point, getting cold is inevitable. Strong blizzards can trigger this moodle.

* * *

### ![Moodle Icon Wet.png](/w/images/7/7f/Moodle_Icon_Wet.png) Wet

* * *

    The character and their clothing have become wet. This is typically due to rain, but it can also occur due to sweating and exertion. Prolonged exposure can increase the risk of catching a cold, though the Outdoorsman and Resilient traits reduce the chances of catching a cold in these cases.
    This moodle can be removed by going indoors out of the rain for a while, standing by a heat source, or drying oneself with a dish towel or bath towel.
    The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot, preventing the moodle from reaching past "Wet". Wet clothes have decreased insulation, which makes getting cold more likely.

    **Damp**

    _"Slightly damp. Rain, or sweat?"_
    The character is slightly wet from being in the rain for too long, or from overexertion. No effects yet.
    Occurs at 15% total body wetness.

    **Wet**

    _"Sweatier, or even more rained on?"_
    The character is somewhat wet from being in the rain for too long, or from overexertion.
    Occurs at 40% total body wetness.

    **Soaking**

    _"Chance of catching a cold."_
    The character is quite wet from being in the rain for too long, or from overexertion, and may become sick as a result.
    Occurs at 70% total body wetness.

    **Drenched**

    _"High chance of catching a cold."_
    The character is very wet from being in the rain for too long, or from overexertion, and is likely to become sick as a result.
    Occurs at 90% total body wetness.

* * *

### ![Moodle Icon Injured.png](/w/images/3/39/Moodle_Icon_Injured.png) Injured

* * *

    The character is injured in some way and has lost health. This moodle is an indicator of the player's remaining health.
    Effects on the character mostly depend on the wound location and type; however, carrying capacity will still decrease no matter what.__
     Health recovery speed is fastest between roughly 10% and 80% health.

    **Discomfort**

    _"Something doesn't feel right..."_
    No additional effects yet.
    Occurs when health is below 80%.

    **Injured**

    _"Strength and speed reduced."_
    Carrying Capacity reduced by 1 point.
    Occurs when health is below 60%.

    **Severe Injuries**

    _"Strength and speed severely reduced."_
    Carrying Capacity reduced by 2 points.
    Occurs when health is below 40%.

    **Critical Injuries**

    _"Not going gently into that good night..."_
    Carrying Capacity reduced by 3 points.
    Occurs when health is below 25%.

* * *

### ![Moodle Icon Pain.png](/w/images/d/dd/Moodle_Icon_Pain.png) Pain

* * *

    The character is in pain, whether from a wound, exercise fatigue or other injuries. The level of pain is more or less consistent with the severity of the character's injuries.
    Pain is temporarily removed via painkillers, and also disappears over time as the character status improves. Bandaged and splinted injuries also reduce pain.
    Severe or extreme pain renders the character unable to sleep. High levels tiredness can allow them to sleep, even in severe or extreme pain. Sleeping in a poor-quality bed or a vehicle can lead to neck pain and slight damage for a short while upon awakening.

    **Minor Pain**

    _"Feeling slight pain."_
    The character hurts somewhat. 5% increased chance to trip when run/sprint vaulting a low fence.

    **Pain**

    _"Speed and accuracy slightly reduced."_
    The character hurts enough to have their abilities reduced. 10% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed slightly decreased depending on the spot of the injury. Sleeping disabled.

    **Severe Pain**

    _"Speed and accuracy reduced."_
    The character is suffering from considerable pain. 15% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed moderately decreased depending on the spot of the injury.

    **Agony**

    _"Speed and accuracy severely reduced."_
    The character is struggling with extreme pain. 20% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed severely decreased depending on the spot of the injury. Exercising disabled.

* * *

### ![Moodle Icon Bleeding.png](/w/images/6/65/Moodle_Icon_Bleeding.png)
Bleeding

* * *

    The character is losing blood from an open wound, either from a bite, scratch or other injuries. The severity of the bleeding dictates how quickly the character loses health.
    This moodle can be removed by bandaging the bleeding body parts.

    **Minor Bleeding**

    _"Bandage required."_
    The character has at least one bleeding wound. Slow health loss over time if left unchecked. This stage of bleeding can be temporarily held in check by being fed.

    **Bleeding**

    _"Strength and speed reduced."_
    The character has at least two bleeding wounds. Moderate health loss over time if left unchecked. Carrying Capacity reduced by 1 point.

    **Severe Bleeding**

    _"Strength and speed severely reduced."_
    The character has at least three bleeding wounds. Serious health loss over time if left unchecked. Carrying Capacity reduced by 1 point.

    **Massive Blood Loss**

    _"Death imminent."_
    Massive bleeding from four or more wounds that will lead to death unless dealt with immediately. Carrying Capacity reduced by 1 point.
    Despite not causing the severe or massive bleeding moodles on their own, neck wounds (scratches, lacerations, burns and deep wounds) drain health very rapidly.

* * *

### ![Moodle Icon Cold.png](/w/images/8/85/Moodle_Icon_Cold.png) Has a Cold

* * *

    The character has been exposed to cold weather, or stayed wet long enough to contract a cold. The character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with tissue.
    Once contracted, a cold will continue to worsen until it reaches maximum strength, whereupon it remains for as long as the character stays cold, hungry, thirsty, wet, tired or outdoors.
    To cure a cold faster, the character can either stay indoors, be well-fed, get plenty of rest and avoid wetness or cold temperatures; or can alternatively eat multiple Common Mallows. Each Common Mallow decreases the cold's strength moderately.(source)

    **Traits** :

    Having the **Resilient** trait helps with recovery by significantly reducing the chance of catching a cold (_-55%_), cold strength (_-20%_) and its progression speed (_-50%_) , while **Prone to Illness** does the opposite (_+70% chance, +20% cold strength, +50% progression speed_).
    The **Outdoorsman** trait also greatly reduces the chance of catching a cold in the first place (_10% the usual chance from cold weather or wetness_).

    **Runny Nose**

    _"Occasional sneezing."_
    The character has a small chance of sneezing or coughing.
    Occurs when a cold reaches 20% strength.

    **The Sniffles**

    _"Prone to sneezing."_
    The character may sneeze or cough more frequently.
    Occurs when a cold reaches 40% strength.

    **You Have A Cold**

    _"Sneezing and coughing. Speed and healing reduced."_
    The character sneezes and coughs often, making avoiding zombies difficult.
    Occurs when a cold reaches 60% strength.

    **You Have A Nasty Cold**

    _"Speed and healing now severely reduced."_
    The character sneezes and coughs continuously, likely attracting zombies constantly unless in a remote area or indoors.
    Occurs when a cold reaches 80% strength.

* * *

### ![Moodle Icon Sick.png](/w/images/f/fa/Moodle_Icon_Sick.png) Sick

* * *

    The character has contracted an illness, whether through consuming raw/bad food, being in the vicinity of many rotting corpses, or having been infected by a zombie. Cigarettes will cause some sickness if smoked unless the character is a Smoker. Drinking tainted water causes sickness to the point of lethal illness, but ingesting smaller amounts may still be safe.
    A sick character's body heat generation increases even before the **Queasy** moodle appears; further progression of the sickness leads to higher temperatures.
    Sickness from zombification can **never** be cured in Apocalypse, Survivor and Builder modes, and will always lead to death. In Custom Sandbox, players can alter settings to make zombie infections non-lethal. Food poisoning, tainted water sickness, and illness caused by rotting corpses are reversible, so long as the character is well-fed, rested, or consumes Lemongrass.
    In the case of corpse decay, it causes sickness when more than 20 dead bodies are piled up together and flies are seen and heard buzzing. To avoid corpse sickness, the character must be at least 13 tiles away from the source of sickness if outdoors, outside of an infested building (or vice versa), or on a different floor if the source is indoors. Source

    **Traits** :

    The **Resilient** trait slows down death from zombification by 25%, while **Prone to Illness** increases the rate by 25%.
    **Iron Gut** reduces the chance of food sickness by 50%, and when it does occur, it dissipates faster. **Weak Stomach** doubles the chance of food sickness and increases its duration.

    **Queasy**

    _"Take things easy."_
    The character is beginning to feel ill. Mildly increased body temperature generation.
    Health starts to decline if it's zombification or poisoning. Occurs when sickness is above 25%.

    **Nauseous**

    _"Strength and healing reduced."_
    The character is unwell. Carrying Capacity reduced by 1 point. Moderately increased body temperature generation. Moderately slower healing if it's due to bad food or corpses.
    Health continues to decrease if it's zombification or poisoning. Occurs when sickness is above 50%.

    **Sick**

    _"Strength and healing severely reduced."_
    The character is gravely sick. Carrying Capacity reduced by 2 points. Further increased body temperature generation. Much slower healing if it's due to bad food or corpses.
    Health reaches Severe Damage levels if it's zombification or poisoning. Occurs when sickness is above 75%.

    **Fever**

    _"Increasing danger of death."_
    The character is weak and hyperthermic. Carrying Capacity reduced by 3 points. Significantly increased body temperature generation. Health declines somewhat slowly if it's due to bad food or corpses.
    Health reaches Critical or Highly Critical Damage levels if it's zombification or poisoning. Occurs when sickness is above 90%.

* * *

### ![Moodle Icon Dead.png](/w/images/8/86/Moodle_Icon_Dead.png) Dead

* * *

    The character has taken too much damage, lost all of their health and passed away.
    This is the moodle that results from dying, provided that the player wasn't infected instead.

    **Deceased**

    _"High chance of becoming rat food."_

* * *

### ![Moodle Icon Zombie.png](/w/images/3/3e/Moodle_Icon_Zombie.png) Zombie

* * *

    The character has lost all their health and died, after being infected by a zombie. The now-uncontrollable player will rise from the ground and aimlessly wander the world.
    Currently, if the infected character doesn't burn to ashes or otherwise leaves a corpse on the ground, they will rise as a zombie, regardless of means or time of death.

    **Zombified**

    _"Sudden desire to eat people."_

* * *

### ![Moodle Icon CantSprint.png](/w/images/c/cd/Moodle_Icon_CantSprint.png)
Restricted Movement

* * *

    It indicates the character is unable to sprint due to being barefooted, having leg injuries, being overloaded, wearing heavy clothes, or suffering from moodles that impact speed.
    Currently impossible to obtain due to disabled clothing multipliers.

    **Restricted Movement**

    _"Heavy clothing, bulky bags or large items slowing you down!"_

## Removed/future moodles

### ![Moodle Icon Angry.png](/w/images/e/ee/Moodle_Icon_Angry.png) Angry

* * *

    In previous versions of _Project Zomboid,_ the anger moodle pops up for both sides when NPC reject team requests made by a player or another NPC. Each level of the Anger moodle beyond _Irritated_ progressively blocks interaction attitudes, culminating in open hostility with the risk of combat at the most intense stage.
    This moodle is disabled due to there being no NPCs in the current game build, although it is expected to return when they're re-introduced. Players can trigger it by enabling Debug Mode, and increasing the anger slider from the moodles menu; even so, Anger has absolutely zero effect on character actions or abilities.
    The following effects refer to Patch 0.2.0r RC2.5.

    **Irritated**

    _"A bit narked off"_
    No effects yet.

    **Annoyed**

    _"Seriously bad mood."_
    Positive/friendly interactions disabled.

    **Angry**

    _"Ball of rage."_
    Neutral interactions disabled.

    **Furious**

    _"Spoiling for a fight."_
    Interacting with an NPC can lead to combat, with potentially lethal results.

* * *

### ![Moodle Icon Hungover.png](/w/images/8/8c/Moodle_Icon_Hungover.png)
Hungover

* * *

    This moodle used to indicate that the player has been staying too long outside, after or during intoxication. The only solution was to stay indoors.
    It is absent from the current version.

## See also

  * Medical items
  * Literature
  * Food
  * Food
  * Health
  * Nutrition

  *[UI]: User-Interface
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[RMB]: Right Mouse Button
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[HUD]: Heads Up Display
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player

Moodles


This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]

![](/w/images/thumb/a/a6/Title_Screen.png/300px-Title_Screen.png)

Title screen.

There are a number of different **games modes** available in Project Zomboid.
The list of game modes below is correct as of the release of build 41. In all
modes, death is final. After dying, one may continue the game on the same map,
but only after loading with a new character.

## Tutorial

![SpiffoTeacher.png](/w/images/thumb/3/33/SpiffoTeacher.png/120px-
SpiffoTeacher.png)

    _Main article:Tutorial_

This is a short introduction on a small map to introduce new players to the
controls and user interface. This is a preset scenario with no settings or
options to choose.
The tutorial covers the basics of:

  * Zooming In and Out
  * Health status
  * Survival Skills
  * Movement
  * Looting
  * Moodles
  * Equipping
  * World Interaction
  * Attacking

It also teaches the player about yelling: A mechanic that allows you to draw
zombies to your location, which is how the tutorial ends as the game tricks
you into pressing Q in order to draw a horde of zombies to your location,
which will proceed to kill you and end the tutorial. Whilst it is possible to
flee from the horde and lose them in the trees, there is no way to get through
the fencing around the tutorial map and only a limited supply of food, so
death is inevitable.

## Playstyles

Each scenario below offers their own, unique set of difficulties or obstacles
to overcome when starting out in the world.

### Apocalypse

![SpiffoSurvivor2.png](/w/images/thumb/3/3c/SpiffoSurvivor2.png/128px-
SpiffoSurvivor2.png)

"Stealth focus. Short lifespan. Combat best avoided." Likes to be punished,
with realistic and deadly combat often best avoided. This game mode is the
"default" when building a custom sandbox: loot is rare, zombies are tough, and
provisions are at normal amounts. The mini-map is turned off, unlike other
game modes. Weapon multi-hit option is disabled, which means that the player
will be unable to hit and push multiple zombies at once when using some melee
weapons.

### Survivor

![SpiffoBrawler.png](/w/images/thumb/0/0d/SpiffoBrawler.png/128px-
SpiffoBrawler.png)

"Powerful combat. Longer lifespan. A challenging playstyle based on PZ's
previous Survival mode." Likes a challenge, with more focus on combat familiar
to players of earlier builds. Survivor mode weakens zombies by lowering their
strength and preventing them from dragging down players. Survivor mode
strengthens players by decreasing rear vulnerability, and allowing the player
to hit and push multiple zombies at once when using some melee weapons by
enabling weapon multi-hit option.

### Builder

![SpiffoBuilder.png](/w/images/thumb/7/7c/SpiffoBuilder.png/128px-
SpiffoBuilder.png)

"Construction, Exploration and Farming focus. A more relaxed experience."
Likes a more relaxing experience of building, looting and farming, and less
zombie focus. There are far fewer zombies, with a population 20% of the
standard. These zombies are also substantially weaker with weakened senses,
decreased strength and toughness, and no drag down ability. To make up for the
weaker zombies, almost all loot is more rare, except food, and player stats
and clothing degrade faster, requiring more materials to keep the character
afloat.

### Custom Sandbox

    _Main article:Custom Sandbox_

![Spiffo rummage.png](/w/images/thumb/3/37/Spiffo_rummage.png/120px-
Spiffo_rummage.png)

"Tailor design your own difficulty and play style." Custom sandbox allows the
player to adjust the game settings to the way they like. After choosing a
starting location, the player can choose their own options, or choose a preset
to customise. In the _Saved Presets_ box at the bottom, each default option is
the same settings used in the default game modes. This includes default
options since removed from the standard playstyle options.

    _***NOTE: the Character options have a set default 'difficulty' for each preset***_

## Outdated playstyles

These playstyles have been removed from the game as standard starting options
as of build 41. They can still be accessed by selecting their _Saved Presets_
options by first selecting Custom Sandbox.

#### Survival

![SpiffoSurvivor.png](/w/images/thumb/d/d8/SpiffoSurvivor.png/120px-
SpiffoSurvivor.png)

Starting Date: 9th July 1993
This is the recommended zomboid experience, the way the devs intended it to be
played. Starting Conditions are locked on Hardcore. Doors are frequently
locked and house alarms are common, forcing the player to keep on the move.
Strong, tough and basic navigation make these zombies a serious threat,
they're nothing like the previously encountered ones. Water and Electricity
will shut off in under 30 days, requiring the player to quickly find some
sustainability. This is the hardcore experience, survival is highly unlikely.

    • Horde Size: Huge

    • Zombie Speed: Fast Shamblers

    • Zombie Senses: Normal

    • Utility shut-off: 0-30 days

    • Resources: Rare

#### Initial Infection

![404SpiffoMascotMap.png](/w/images/thumb/b/bc/404SpiffoMascotMap.png/120px-404SpiffoMascotMap.png)

Starting Date: 9th July 1993
This is a _non-canon_ gamemode designed to act as a training scenario for new
Survivors. This should be the next step for new players after completing the
Tutorial. Zombies are recently infected with reduced senses and limited
migration. Water and Electricity will shut off after 6-12 in-game months.
Resources are in abundance. The player will get a hang of the game mechanics
without being overrun or starved.

    • Horde Size: Small

    • Zombie Speed: Shamblers

    • Zombie Senses: Poor

    • Utility shut-off: 6-12 months

    • Resources: Abundant

#### One Week Later

![Spiffoskip.png](/w/images/thumb/f/f9/Spiffoskip.png/120px-Spiffoskip.png)

Starting Date: 9th July 1993
This game mode is intended for casual player, starting from a week after the
infection began. There is a moderate horde size, since the zombies have had
some time to turn. They will quickly shamble towards anything that catches
their attention, however with reduced senses. Water and Electricity will shut
off after 2-6 in-game months. Houses are unlooted. The player will experience
what it was like in Knox Country from the early stages of the plague.

    • Horde Size: Moderate

    • Zombie Speed: Fast Shamblers

    • Zombie Senses: Poor

    • Utility shut-off: 2-6 months

    • Resources: Common

#### Six Months Later

![Spiffo
controlyourself.png](/w/images/thumb/d/db/Spiffo_controlyourself.png/120px-
Spiffo_controlyourself.png)

Starting Date: 9th December 1993
This game mode is not for the faint of heart - for experienced survivors only.
After 6 months, very few survivors remain with a large horde of zombies
scattered throughout the landscape - this is how it ends. They've had a lot of
time to develop their senses and will hear, see or smell anything that gets
too close. The Water and Electricity has been shut off for a while and the
cities are all overgrown. All the houses have been picked clean, making it
very difficult to find anything of any use. It'll be a real struggle to get
any kind of foundation set up this late into the apocalypse.

    • Horde Size: Large

    • Zombie Speed: Fast Shamblers

    • Zombie Senses: Normal

    • Utility shut-off: Instant

    • Resources: Rare

## Challenges

There are currently 9 challenges plus one that is currently disabled –
particularly hard encounters, sometimes set in their own maps.

### A Really CD DA

![](/w/images/4/49/AReallyCDDAy.png)

A Really CD DA challenge icon.

    _Main article:A Really CD DA_

_You get out of the shower and fall badly. You're blind drunk, and have a
nasty cold._

_On top of all this, the house is on fire! Today is definitely not your day._

_[A challenge inspired by A Really Bad Day from the awesome, wonderful and
MUST-PLAY Cataclysm: Dark Days Ahead]_

**Trivia:** The name comes from a play on words referencing _A Really Bad Day_
from the game _Cataclysm: Dark Days Ahead_ , and is read as _A Really Seedy
Day_.

### A Storm Is Coming

![](/w/images/7/72/AStormIsComing.png)

A Storm Is Coming challenge icon.

    _Main article:A Storm Is Coming_

_Clouds are gathering over Kentucky. The crackle of thunder can be heard in
the distance._

_As skies darken, the dead that stumble over the earth grow restless._

_This is a storm that will grow and fall back in its ferocity, but it will
never end._

### House In The Woods - Last Stand

![](/w/images/c/cb/Challenge1.png)

House In The Woods - Last Stand challenge icon.

    _Main article:House In The Woods_

_You can hear them approaching. Hordes of deadheads, encroaching on your
isolated cabin from every angle. Death is inevitable, but a shotgun is close-
at-hand._

_Last Stand features endless waves of zombies in ever-increasing numbers.
Survive for as long as possible against the overwhelming odds._

### House In The Woods - Last Stand Accumulator

![](/w/images/a/ab/Challenge2.png)

House In The Woods - Last Stand Accumulator challenge icon.

    _Main article:House In The Woods_

_Another day, another cabin ready to be bloodied. The hordes are upon you, and
your death will be as painful as it is gruesome. So go out fighting..._

_Last Stand Accumulator features endless waves of zombies in ever-increasing
numbers. Use money earned by killing zeds to buy equipment, level up and
repair your blood-soaked weaponry._

### Kingsmouth

![](/w/images/b/bc/Kingsmouth.png)

Kingsmouth challenge icon.

    _Main article:Kingsmouth_

_Enjoy a relaxing stay on Kingsmouth island!_

### Studio

![](/w/images/0/08/Studio.png)

Studio challenge icon.

    _Main article:Studio_

_Where all the best movies are filmed!_

### The Descending Fog

![](/w/images/7/77/TheDescendingFog.png)

The Descending Fog challenge icon.

    _Main article:The Descending Fog_

_People first saw it on the water. A faint white blanket over the Ohio river._

_It began as a mist. Then it enveloped the town. The townsfolk died screaming
in the gloom. Now they walk out there._

_Unseen, unheard and relentless in the pursuit of the living._

### Winter Is Coming

![](/w/images/thumb/b/b0/WinterIsComing.png/256px-WinterIsComing.png)

Winter Is Coming challenge icon.

    _Main article:Winter Is Coming_

_It's mid-July, but suddenly there's a chill on the breeze. In a mere three
days' time a winter will set in like no other before it._

_You awake in an isolated location. You have meagre supplies, and the undead
hordes might be slowed by the intense cold - but they are no less deadly._

_Wrap up warm, survivor..._

### You Have One Day

![](/w/images/a/a7/YouHaveOneDay.png)

You Have One Day challenge icon.

    _Main article:You Have One Day_

_You're back inKnox County. You're back on the map where the Project Zomboid
infection first began._

_You have one day of relative safety. Zombies will arrive in huge numbers, and
they will find you. Where did you use to make your last stand again? Where did
you make your last stand in the old days? Better find it quick._

_[Our thanks to Community mapper BobHeckling for recreating the old0.1.5 map
with the current PZ toolset.]_

### Opening Hours

![](/w/images/d/db/OpeningHours.png)

Opening Hours challenge icon.

    _Main article:Opening Hours_

_The Mall is surrounded. Once upon a time, it was an important place in their
lives. Instinct has led them to its doors. A memory of what they used to
do..._

_You are alone, but not for long. At 9AM the Mall will be ready for business:
doors will open, and the hordes will enter._

_Be ready for them._

**Note:** This challenge was removed from the game as of build 41. It can be
brought back to the game by installing Return of Opening Hours Challenge mod
created by Authentic Peach.

  *[UI]: User-Interface
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[RMB]: Right Mouse Button
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[HUD]: Heads Up Display
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player

Game modes


This article may be in need of improvement.Rework needed. Format similar togas station.Editors are encouraged to add any missing information to the article, while verifying that the article's current content is correct.

Liquor store

General

Type

Liquor store

**Liquor stores** are shops that sell alcohol before the apocalypse. These
businesses include:

  * Beer and Liquor
  * Kegsplosion
  * Liquorty-Split
  * Mead Drink and Bloody Merry

LocationsShow / Hide

BusinessesShow / Hide

Restaurants

American Eats • Bakery • Beef Roundup • Blue Plate Diner • Buffet • Burgers •
Churn R Us • Club Pamplemousse de la Croix • Unnamed bakery (West Point) •
Deep Fried Heaven • Di Marco • Diner • Dotty 4 Donuts • Emma's Eatery •
Expresso Espress • Family Funzone • Forno Della Mamma • Fryer Tooks Fish N
Chips • Genny's Diner • Golden Dragon Buffet • Gusto D'Italia • Happy
Restaurant • Hickory Bakery Box • Ice Ice Tasty • Jenny's Table • Jimmy's •
Jolly Good Fish and Chips • La Vie En Gastronomie • Les Tartes de Mademoiselle
Celine Diner • Maison du Boeuf • Mama McFudgington's • Mendy's Eatery • Milk
Monarchy • O'Briens Kitchen • Pile o' Crepe • Red Brick Restaurant • Riparian
Entertainment • Rosewood Country Buffet • Smokey's Saloon & Restaurant •
Snacks • Sooky's • Supper Delight • Sweet Eats! • Sweet Pea Restaurant • Sweet
Satisfaction • Tastee Foodz • Taco del Pancho • The Blue Fox • The Cosy
Crockpot • The Plump Cornucopia • The Wandering Sashimi • Tim's Bakery • Tita
Maria's Cantina • Unnamed restaurant (Riverside) • Unnamed restaurant
(Muldraugh) • Wok and Rolls • Zlatko's

Cafes

Nat's Cafe • Bloomin' Coffee • Cafe (Valley Station) • Cafe (Muldraugh) • Cafe
d'Eris • Cafe of Wonders • Cafe Ole • Coffee Nirvana • Jaime's Jam Delights •
Seahorse Coffee • Yummmers

Fast food

Dogs A-Flamin' • Pizza Whirled • Jay's Chicken • Spiffo's

Bars

Bar (Riverside) • The Black Saddle • Al's Ale and All • Beever's • Black
Liquorice • Bright Flag Inn • Chief Steakhouse and Bar • Ol' Scratch •
Sanguine Spirits • Shaken and Stirred • The Hardy Har Bar • The Drake • The
Horseshoe • The Orange Anchor • The Rusty Rifle • The Sea Shanty • Tomcat
Tavern • The Slugger • The Straight Shooter • The Wooden Stein • Twiggy's •

Retail

Appliance store (Muldraugh) • Better Bed Than Dead • Better Furnishings •
Electron House • GigaMart • Go Flash • Line by Line Designs • Maps Unlimited •
Mashie Signs & Paintings • Nolan's Used Cars • Noteworthy • Olympia Department
Store • Palette Pop Art Supplies • Purrfect Barkner Pet Supplies • Sammie's •
Scenic Mile Car Dealership • Seat Yourself Furniture • Time 4 Sport • Jimmy's
Pre-owned Cars • Toyz Toyz Toyz • Upscale Mobility Auto Dealership • Unnamed
stores (Riverside) • Window • BBBQ

Industrial

Self storage (Muldraugh) • Secure Storage • Stor-A-Max • U-Store It • Andrei
and Son Hand-Crafted Wallets • Aitor Wire Company • Bow Wow Wow! Dog Nutrition
• Brac Brick Factory • Chugg's • CGE Corp • Egener EX • Finnegan Research
Group • Fossoil Refinery • Ivanov Factory & Showroom • Junk Baron • Kitten
Knives • BoxPop Brewery • Knox Distillery • Knox Pack Kitchens • L&B
Warehousing • Lectromax Manufacturing • Louisville Bruiser • Logging camp
(Rosewood) • Mass-Genfac Co. • McCoy Logging Co. • Newton Freight Warehouse •
Outskirts factories (Muldraugh) • Perfick Potato Company • Produce warehouses
(Rosewood) • Rely Manufacturing Company • Scarlet Oak Distillery • Steely
Revolve Metal Working • T.I.S. Construction • ValuTech

Weapon & hunting stores

A.A.Ron Hunting Supply • Army surplus store • Bait & Tackle • Farming & Rural
Supply • Jamieton Army Surplus • Morris' Bait Shop • Pawn $$$hop • Phil's Fine
and Fair Pawn Shop • Ready Prep Army Issue Surplus • Stars & Stripes • Thumbs
of Green • Unnamed gun store (Louisville) • Unnamed gun store 2 (Louisville) •
West Point Gun Range and Hunting Center

Tool stores

E.P. Tools • Nails & Nuts Tool Store • Zac's Hardware

Grocery & liquor stores

5 Bux or Less • Beer and Liquor • CandyTown USA • Conven-U-Mart • Farmer's
market (Rosewood) • Food Market • GigaMart • Go 2 Bread • General Store •
General store (Riverside) • Greene's Grocery • Grocery store (Rosewood) • Have
a Butcher's • Kegsplosion • Liquorty-Split • Mead Drink and Bloody Merry •
Milk N More • My Sunday Market • Nourish Food Mart • Sucrafruit Circus •
Unnamed grocery store (Riverside) • Zippee Market

Gyms

Body Chisel Gym & Fitness • Eden's Oasis • The Real Sweat • Sure Fitness and
Boxing Club

Hotels & motels

Econo Rooms • First Train Inn • Guns-a-BlazInn • Red Owl Inn • Riverside
Suites • Sleep Eazzze Inn • Sunstar Motel • The Havisham Hotel Suites • Waites
Motel

Utilities

A-1 Laundry • Brighted Whites • Coin Op Laundromat • Knox Telecommunications •
Laundr-o-max • Louisville Terminal Substation • Louisville industrial
substation • Martin's Essentials and Laundry • Superklean

Gas stations

24 Hour Essentials • Fossoil • Gas • Gas 2 Go • Gas N More • Ruby Gas •
Thunder Gas

Offices

A&S Trading Co. • Alliance Data Entry • Back To The Nurture Chiropractic
Services • Bail Bonds • Sky Blue Banking • Canto Records • Carton & Sydney Law
Services • Commander Publishing Inc • Discount Account • Evan Philips Tax and
Accounting • HomeWard Real Estate • Keep Afloat Debt Consolidation • Knox Bank
• KPK Consulting Business Investments • KY Transit • Legal Services • Markson
& Co. • Marple & Christie Legal Services • Mind Peace Insurance • Palm Travel
• Raney & Daye Investment Firm • Slimtax Accounting • Speedy Legal • Temp
Agency • United Shipping Logistics • ValuInsurance • Walter & Perry Legal Firm

Hair & beauty

Barber and Styling • Barber of Yorke • Be Beauty Nail Salon • Groovy Chic •
Hair O Genesis • Haircuts n' More • Ink R Alley • Neon Flower Salon • Silken
Belles • Sweet Sugar Beauty • Tattoo 42

Clothing

Awl Work and Sew Play • Barg-N-Clothes • Cally's Gifts • Clothing store
(Muldraugh) • Dressed to the 90s • Family Fashion • FashionaBelle • Filigree
Fashions • Genteel-y Used • Hugo Plush • Laces • Lola Limon • Optima Eyes •
Posh Box • Purple and Black • Saucy • Sasha Sashay • Sheba Jewellers • Shoed
for the Stars • Spitfire Fashion • The Exquisite Pearl • The Top Hanger •
Unnamed clothing store (Riverside) • Your Closet • Yuri Design

Malls

Crossroads Mall • The Grand Ohio Mall • South Louisville mall

Entertainment

Art Gallery of Louisville • Chapelmount Downs • Drag Racing • Eluee Arena •
Fossoil Field • Eden's Oasis • Fun Xtreme • Juke Box Bowling • Knob Creek
Hunting Lodge • Louisville Boat Club • Nite Glo • Pony Roam-O • Onyx Drive-In
Theater • Riverwood Boat Club • Romero Center for the Performing Arts • Roxy's
Roller Rink • Star-E-Plex • The Velvet Tassel • Wellington Heights Golf Club

Books & video

Bernard's Book Emporium • Book Naked • Book store (Muldraugh) • Brooks Public
Library of Louisville • Enigma Books • From the Dugout • Hit Vids! • LSU
Library • The Good Book • Worm of Books

TV & Radio

LBMW - Kentucky Radio • LBMW Network • KnoxTalk Radio • The Kentucky Herald •
Triple-N • TURBO

Mechanics

Al's Autoshop • American Tire • Auto Repair Shop (Muldraugh) • Auto shop
(Rosewood) • Car Fix-Ation • Jim's Autoshop • Lenny's Car Repair

Points of interestShow / Hide

Parks & camps

Ben's Cabin • Camp Busy Beaver • Corn maze • Louisville Central Park •
Outreach Center • Romuald Dron Memorial Park

Farms

Residential

Acorn Plaza • AmeriGlobe Communications • Army barracks (Rosewood) • Bateman
Office Building • Cardinal Plaza • Du Case Apartments • E Wrayburn Building •
Greenwood Office Building • High Street Apartments • Knox Military Apartments
• Leafhill Heights Offices • Lowry Court • Millhauser Office Building • Oak
Park Apartments • Offices • Office complex (Muldraugh) • Orio Office Place •
R. Johnson Office Building • Red Oak Apartments • Reed Office Building •
Sandstone Apartments • The Waterfront • Topcrown Plaza • Trapper's house

ServicesShow / Hide

Fire departments

Rosewood Fire Department • Louisville Fire Department

Medical

Cortman Medical • Dentistry • Family Dentistry • Family Medical Center •
Louisville General Hospital • Louisville Animal Hospital • Louisville Animal
Shelter • Louisville General Hospital • Medical Center • Med U Well • Pet
Health Pawmise • Pharmahug • Rosewood Medical • St. Peregrin Hospital

Police departments

Kentucky State Prison • Louisville Police Department and Detention Services

Military installments

Louisville border camp • Military Research Facility

Religious buildings

Bible Spirit Baptist Church • Church of the Risen Christ • Eternal Light
Chapel • First Baptist Chapel • Holy Grace Church • Holy Light Baptist Church
• Rosewood Christian Church • Sacred Flame Church • St. Michaels Cathederal •
St. Vincent De Paul Church • Holy Haven Cemetary • Sunset Pines Funeral Home

Education

ABCDriving School • Adult Education Center • Bluegrass State High School •
Elementary school (Rosewood) • Evergreen Public School • Fun-2-3 Childcare •
J. Tinsley Elementary School • Leafhill Heights Elementary School • Louisville
State University • LSU Athletic Center • LSU Attenborough Sciences Building •
LSU Library • LSU Rogers Humanities Building • LSU South Dorm • LSU Student
Union • LSU West Dorm • March Ridge School • Muldraugh Elementary • School
(Riverside) • South Louisville Elementary • Daycare (West Point) • West Point
School

Other services

Central Louisville Community Center • City Hall • County Clerk and Records •
County Offices • Courthouse • Deerhead Lake Park Ranger • Evergreen Hill
Community Center • Goodman Legal Services • H. Smith Attorney • Kentucky Court
of Justice • Kentucky Rail • Louisville Train Station • Louisville Expo Center
• March Ridge Community Center • Mounted Police Training • Railyard
(Muldraugh) • Shady Oaks Nursing Home • West Maple Country Club • U.S. Mail
Service • West Point Town Hall

  *[UI]: User-Interface
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[RMB]: Right Mouse Button
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[HUD]: Heads Up Display
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player

Liquor store


This article contains outdated/low-qualityimages.Reason: Images needs to be updated to build 41Please help the PZwiki byuploadingan improved/updated version of the image(s) found on this page.

![](/w/images/thumb/d/dd/Weather-fog_rain.png/300px-Weather-fog_rain.png)

A player taking aim with a shotgun at a zombie during heavy rainfall and light
fog.

**Weather** affects various systems, including farming, foraging, player
health and more. Project Zomboid uses a randomized realistic climate system,
based off Kentucky's humid subtropical climate. There are four distinct
seasons, with substantial variations between the summer and winter. Some
winters can see extremely low temperatures with large amounts of snowfall,
whilst summers may be scorchers, however the degree of this can vary with each
new season.

## Weather fronts

The weather is heavily defined by weather fronts, which can be either cold
(low air mass) or warm (high air mass), each of which will be accompanied by
its own weather conditions. The intensity of the weather conditions is
governed by the strength of the previous front, and the strength of the
current front. For example, if the previous front was a strong warm front, and
the current is a cold front, there will be a greater chance of a tropical
storm occurring. Each front can last a few days, up to several weeks.

## Weather

There are numerous weather types within Project Zomboid, all of which are
determined by the current weather front. The player can experience, cloudy,
rainy, snowy, stormy, foggy, windy and sunny weather.

### Cloudy

![](/w/images/1/1f/Forage_Cloudy.png)

"Investigate Area" window showing a very cloudy day.

Clouds can vary in density, often having a great effect on the level of light.
Widespread cloud cover is often associated with a warm front, reducing the
level of light. Thick clouds can often occur during a cold front, plunging the
world into darkness for a brief period. The current cloud cover can be seen as
shadows on the ground, or even as reflections in vehicle windows. Clouds are
represented on the "investigate area" window in the sky with the intensity
starting at being absent, and progressing from white to dark gray.

### Rain and snow

![](/w/images/4/4d/Forage_Rain.png)

"Investigate Area" window showing heavy rain/snow.

![](/w/images/thumb/3/31/Weather-snow.png/300px-Weather-snow.png)

The player experiencing heavy snowfall.

Rain, also referred to as precipitation, can come in several forms, from light
showers to heavy rainfall. Light showers often occur after a warm front has
passed, since this will usually result in widespread cloudiness. Heavy
rainfall is often associated with a cold front; however, this can also occur
during a warm front. Rain will create puddles, gradually increasing in size,
with rate dependent on the intensity of rainfall. Puddles don't have any
effect on vehicle traction. Puddles are a natural water source, allowing the
player to drink or fill a water container. However, the water will be tainted.
Puddles will gradually dissipate after the rain has stopped.

Rain will gradually fill up rain collector barrels and water containers
capable of collecting rain water, so long as they are outside in the rain.
Rain will also automatically water crops and eventually extinguish a campfire,
which can be countered by adding more fuel.

During winter, the temperature can be cold enough for snowfall to occur rather
than rainfall. During snowfall, the ground, trees and other surfaces will
gradually become covered in snow. Snow will stay on the ground so long as the
temperature is less than 0 °C (32 °F). Once above 0 °C (32 °F), the snow will
gradually melt. Snow also doesn't have any effect on vehicle traction.

Rain and snow is represented on the "Investigate Area" window, with a white
haze close to the ground and dark gray clouds. Many items become harder to
find during the rain, with some being easier to find, such as worms and frogs.
Many items are even easier to find shortly after it has stopped raining,
rather than during the rain, such as mushrooms. Likewise, some can be harder
to find after it's stopped raining, such as medicinal plants (plantain, wild
garlic, etc.). Snow will negatively affect most items, particularly plants,
such as bell peppers, bananas, or basic items like stones.

If the player is caught in the rain or snow, their clothing will become wet,
starting with outer layers and gradually moving inwards, until all clothing is
wet. This will eventually make the player wet, increasing in severity
depending on the level of rainfall and time spent in the rain. Staying wet, in
combination with temperature and wind, will cause the player to feel colder
and may eventually catch a cold, causing them to involuntarily cough and
sneeze. The rain can be blocked by having an open umbrella equipped, keeping
the player dry. Once wet, a clothes dryer can be used to dry clothing and a
dish towel or bath towel used to dry the player.
The severity of the rain and snow will affect the player's visibility arc and
distance. This will also affect the zombies ability to see and hear the
player.

### Thunder clouds and tropical storms

![](/w/images/0/07/Forage_Thunder_Anim.gif)

"Investigate Area" window showing a lightning flash.

Thunder clouds may form during a cold front, with the intensity varying with
the level of air mass. A colder front (lower air mass) moving into a warmer
body (higher air mass) will have a greater chance of producing thunder or even
a tropical storm, in which has a lot more wind power, thick clouds and
darkness. Thunder is represented on the "Investigate Area" window with flashes
of light.
Zombies are attracted to the sound of thunder.
On multiplayer servers, a rumble of thunder can be heard, even if it's clear
sunny skies. This is the result of a player being banned from the server.

### Fog

![](/w/images/8/8f/Forage_Fog.png)

"Investigate Area" window showing heavy fog.

Fog, like light showers and widespread cloudiness, is often formed during a
warm front. However, fog can also appear during cold mornings, which will
usually result in a clear sunny day. Fog can severely affect the player's
visibility, making it somewhat dangerous to scavenge during a foggy day. Fog,
like rain, can only be seen outdoors, making it safer to stay indoors when
it's foggy. Fog is represented on the "Investigate Area" window with a white
haze close to the ground.

### Sunny

![](/w/images/4/41/Forage_Sunny.png)

"Investigate Area" window showing a very cloudy day.

Sunny days are caused by the absence of clouds, often being the result of a
cold front. Clear skies are often accompanied by higher temperatures,
increasing the player's risk of getting hyperthermia. The intensity of a sunny
day can be determined by the intensity of the reddish hue when outside or the
absence of any other weather effects in the "Investigate Area" window. The
effects of a sunny day can be reduced by removing some clothing or staying
indoors.

### Wind

![](/w/images/thumb/4/49/Weather-UI.png/160px-Weather-UI.png)

The watch showing time, date, and temperature.

Wind can be observed during any time of the year via the weather effects,
movement of foliage, rain and snow direction, or even the cloud movement
direction. During winter months, windchill becomes a major effect on the
player when outdoors. Windchill will cause the player to feel colder than the
actual air temperature, as is displayed on a digital watch. Clothing type can
reduce the amount of windchill experienced by the player.

## Temperature

The temperature in Project Zomboid can vary greatly depending on the current
season. Temperature is influenced by several factors, including the season,
time of day, wind strength, and air mass, in which determines the weather
front. The weather front will determine the maximum and minimum temperature
for each day, with the temperature increasing until it reaches the day's
maximum temperature, at which point it will begin to fall until it reaches the
minimum temperature.

## Seasons

There are four distinct seasons: summer, winter, autumn, and spring. Each
season has its own unique weather and temperature traits.

### Summer

_June - August_
Summer is typically the hottest season, able to reach temperatures up to and
beyond 40 °C (104 °F). Although the typical summer will see very little
rainfall, scattered clouds and daytime temperatures averaging 30 °C (86 °F).
However, each summer can be very different from the last, with some seeing
lower temperatures and more rainfall. Daylight in the summer is the longest of
the seasons.

Summer is also the canonical starting season in Project Zomboid, as the Knox
Event started on the 4th of July, and the game starts on the 9th of July by
default.

### Autumn

_September - November_
Autumn generally has the most extreme weather, having a higher chance of
generating tropical storms in the earlier months. Plant life will lose their
leaves during these months and may even see snow during the later months.
Farming will have a very low yield during autumn.

### Winter

_December - February_
Winter is the coldest season, with temperatures often getting into the
negatives and down to -30 °C (-22 °F). Snowfall is most likely to occur during
winter, creating snowfields and covering surfaces and plant life in snow.
Farming will result in limited yields during these months, with many foragable
items impossible or harder to find, plants in particular. Of all the seasons,
daylight is shortest during winter.

### Spring

_March - May_
Spring is the most average season, with frequent rain, chance of storms and
the most likely to see fog. This season is abundant with wildlife, with
foraging and farming yielding plenty of food and resources.

## Moon cycle

The moon cycle is based on a 30-day cycle with 8 different moon phases. Each
moon phase provides a different amount of ambient light during nighttime,
ranging from 0.0 (New Moon) to 0.7 (Full Moon). The current moon phase can be
determined via the "Investigate Area" window.

Moon phase attributes  ID | Name | Icon | Day | Light
---|---|---|---|---
0  | New Moon  | ![New Moon](/w/images/4/49/Zd_moon0.png) | 1-4  | 0.0
1  | Waning Crescent  | ![Waning Crescent](/w/images/e/e2/Zd_moon1.png) | 5-8  | 0.2
2  | Third Quarter  | ![Third Quarter](/w/images/6/65/Zd_moon2.png) | 9-12  | 0.4
3  | Waning Gibbous  | ![Waning Gibbous](/w/images/9/92/Zd_moon3.png) | 13-15  | 0.5
4  | Full Moon  | ![Full Moon](/w/images/b/b2/Zd_moon4.png) | 16-18  | 0.7
5  | Waxing Gibbous  | ![Waxing Gibbous](/w/images/6/6b/Zd_moon5.png) | 19-22  | 0.5
6  | First Quarter  | ![First Quarter](/w/images/a/a9/Zd_moon6.png) | 23-26  | 0.4
7  | Waxing Crescent  | ![Waxing Crescent](/w/images/1/15/Zd_moon7.png) | 27-30  | 0.2

## See also

  * Erosion

  *[UI]: User-Interface
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[RMB]: Right Mouse Button
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[HUD]: Heads Up Display
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player
  *[Icon]: As represented on the "Investigate Area" window

Weather


This article may be in need of improvement.Needs verification whether things are still up to date.Editors are encouraged to add any missing information to the article, while verifying that the article's current content is correct.

By default the server name will be "servertest", if you want it to be anything else or if you run multiple servers, just type-servername NAME(whereNAMEis whatever name you want) after thestart-server.shbit. If you put in a name which doesn't exist, it will create a new server for you.

You will have to do this every time you run it as well.

To find the name you need to check in the mod file themselves OR add it with the in game server options editor BUT that has a bug where it doesn't do the third step below which you MUST do manually either way.

To find the workshop code go into the mod on Steam, press the share button and copy the numerical code from the end.

    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about multiplayer FAQ. For a general frequently asked questions, seeFrequently Asked Questions. For general page about multiplayer, see multiplayer._

### How do I get to play Multiplayer?

Multiplayer is available through the 'Join' and 'Host' options in the main
menu.

### How do I set up a server in Windows/Mac/Linux?

Please follow dedicated server page for installation of a dedicated server on
your specific operating system.

For Windows you can use this tutorial.

People running a Linux server can follow the instructions posted by Connall.

#### Windows

To host a server, navigate to your game installation folder (for Steam users,
the default location is `Steam\SteamApps\common\ProjectZomboid>`) and find the
batch-file called `ProjectZomboidServer.bat`. Start it by double clicking it.

A command prompt window will pop up saying "*** SERVER STARTED****".

If you want to host a server with lots of people, you should make sure your
internet connection is fast and you have enough RAM in your rig.

See How do I use more/less RAM? for how to allocate more memory to your
server.

To allow people to connect to your server you will need to forward the
necessary ports.

The necessary ports to forward are 16261 (UDP) which serves as a handshake
port for communicating with the server.

For each possible player slot on your server, you need to forward additional
TCP ports, which are used to stream the world to the player clients.

If you want a server with 10 slots, you would have to forward these ports:

  * 16261 UDP
  * 16262 - 16272 TCP

A quick and easy way to test if your ports are forwarded properly are
CanYouSeeMe.org and Open Port Check Tool.

Good guides on how to forward ports are found all over the internet. Port
Forward has good guides on hand and covers a lot of routers. Port forwarding
sounds harder in theory that it actually is. It mostly just involves getting
into the menu of your router.

If you have no access to your router, please consult whoever is in charge of
your network (parents, room mates, admins, etc.).

#### Linux

With this we're making the assumption you understand your way around Linux.
For a more in depth guide, go visit Buying & Running a Linux Project Zomboid
Server - Help - The Indie Stone Forums

You'll want to install default-jdk and screen onto the server if you don't
have these already.

Now we need to grab the SteamCMD so we can download the actual Project Zomboid
software. It's recommended that you run SteamCMD on a seperate user.

You should add a new user by doing:

    adduser steam

Once that's sorted we need to switch over to the new user. It should be noted
anytime I refer to "steam" in the file directory context, then it means the
user folder. If you decide to name the user something else the directories
change also. Something to keep note of. "Steam" is not the same as "steam" in
the directory context as well.

    su - steam

this will switch the user from root, to Steam.

Now we need to actually get the SteamCMD. To do this we run this command:

    wget http://media.steampowered.com/installer/steamcmd_linux.tar.gz

It should eventually download and once it does we need to actually get the
contents out of the folder. To do this we run

    tar -xvzf steamcmd_linux.tar.gz

Now we got to run SteamCMD

To do this we can do:

    cd /home/steam/steamcmd

then

    ./steamcmd.sh +login steamusername steampassword +force_install_dir directory/you/want/to/install/to +app_update 108600 -beta onlinetest validate +exit

`steamusername` being your Steam username and `password` being the Steam
password.

You should have a `projectzomboid-dedi-server.sh` file in your ProjectZomboid
folder, if not you will need to rerun the command up above.

Whether or not you will whitelist the server it's best to put the file in.
You'll now need to edit the `projectzomboid-dedi-server.sh` and set your RAM
values. This is dependant on how much RAM your server has, I personally didn't
set them to use my complete server capacity, I did about half but the choice
is up to you. (Kirrus: Don't set more than 80% of your VM's capacity.) Use
WinSCP and double click on the file and it should open it up in an editor,
find these two lines:

    -Xms1024m \
    -Xmx1024m \

And edit the values to your choosing.

Now we need a certain script:

    wget http://kirrus.co.uk/stuff/pz/wheezy-glibc-sid.sh
    bash wheezy-glibc-sid.sh

This is only required for those who are running a Debian OS, Ubuntu (I am
told) should be fine.

We're almost there. So here's what we got to do now.

    cd /home/steam/Steam/SteamApps/common/ProjectZomboid

then

    ./projectzomboid-dedi-server.sh

It will start the server. You need to run the server in screen, or when you
close the terminal program you're using, the server will shutdown as well.

_EDIT_ \- I just ran it from a terminal window (in Ubuntu/Lubuntu). Go to your
dedicated server install folder (By default it will be in your home under
`/.steam/steam/steamapps/common/Project Zomboid Dedicated Server`) then run
the script with `bash start-server.sh`.

##### Running on a home computer

This is for if you simply want to run a server on your everyday PC, though it
should be kept in mind that the performance and amount of players it'll be
able to handle will be heavily dependent on your hardware and how many other
programs are running. I don't know how different, if at all, this will be for
distros that aren't Ubuntu, so keep that in mind if you're not on Ubuntu or an
Ubuntu-based distro.

Due to the performance and security limitations as compared to using a
dedicated server, it is heavily advised that you only do this for a small
private server, such as playing with a few friends.

Find the Project Zomboid Dedicated Server tool in steam and install it. Once
installed, navigate to the folder (Right click > Manage > Browse local files)
and run `start-server.sh` in terminal to start the server. The server config
is at `/home/Zomboid/Server/servertest.ini`, and the world file is at
`/home/Zomboid/Server/Saves/Multiplayer`. Make sure when you close the server
that you use the `Quit` command, as improperly closing the server (Such as
with `Ctrl`+`C` or closing the terminal window) will result in the world
improperly saving and potentially losing hours of progress, if autosave isn't
enabled. That's all you need to know besides port forwarding, which is already
covered elsewhere on this page.

### How do I use more/less RAM?

You'll need to edit the `projectzomboid-dedi-server.sh` file or the
`ProjectZomboidServer.bat` file and find lines that look like:

    -Xms1024m \
    -Xmx1024m \

These are your RAM values. It is advised that you don't use more than 80% of
your available RAM. If you're running the server from a home computer, then
the RAM values should be toned down significantly more.

### How do I reset/start a new world?

To reset the servers world you will need to navigate to your server's
`/Zomboid/Sandbox` folder. In there should be a folder called `servertest`
deleting this will folder will reset the world. Make sure to do this when the
server is off (or the server program is not running) and restart the server.

Alternatively you can create a new server. By default the server name will be
"testserver" and all the files will be named the same. If you want a new
server just type `-servername NAME` (where `NAME` is whatever name you want)
or add it to the shortcut you use to run the server. If you put in a name
which doesn't exist, it will create a new server for you.

### Are LAN servers possible/how?

Yes. Follow the instructions on dedicated server page.

LAN servers are completely possible, the usual installation instructions need
to be carried out with regards to setting up a server. This info can be found
at How to run a Server - Help - The Indie Stone Forums.

You should then be able to connect the server.

### Can I use mods on my mp server?

Yes, mods can be installed by following the instructions in installing mods
section of dedicated server page.

To use custom mods for your server you need to add them to your server.ini
file (by default it will be `servertest.ini`).

Step 1: Open the `server.ini` file.

Step 2: Find the line starting with "Mods=" and place the name of the mod into
this field.

Step 3: Fine the line starting with "WorkshopItems=" and place the workshop
code into this field.

Save the file, reload your server and it's done! The mods will automatically
download when people join if they don't have them. Please note some mods
require a client reload, if this is the case it may crash out or cause strange
things to happen. It's recommended users have the mods before joining to
remove this risk but worse case they can just reload and join straight away
and all should be fine.

To use custom maps for your server, please read the following thread on the
official forums.

It is recommend to test all mods before rolling them up to live servers, they
can have unexpected side effects to existing games. Please be patient with the
mod community as they migrate mods to the new build and help them with your
thanks and assistance with accurate bug reports.

### Can I change the length of days or the amount of Zombies/loot? Is there a
way to respawn loot?

Sandbox settings of the server are set up via the `SandboxVars.lua` which
should be saved in `Zomboid\Server\*servername*_SandboxVars.lua`.

If the file doesn't exist, it can be created with the `PZServerSetting.exe`
from your PZ installation folder.

If necessary, use the `PZServerSettings.exe` located inside the game's install
directory.

On a Linux box with Steam, in the home directory there should be
`.local/share/Steam/SteamApps/common/ProjectZomboid/projectzomboid/PZServerSettings.exe`
(execute using `wine`)

### How do zombies spawn?

Zombies "respawn" in defined areas where it makes sense (e.g., the highway and
other high density areas).

In your `ServerOptions.ini` the server host has two options for zombie
respawn:

    HoursForZombiesRespawn = 0  // Amount of hours a zone has to be unseen to respawn zombies.
    IncreaseZombieRespawnBy = 0 // Ammount of additional zombies you want to have spawned if HoursForZombiesRespawn > 0.

_Example:_ An area spawns by default 10 zombies. You define
`IncreaseZombieRespawnBy=20`. Now the area will spawn 30 zombies (10 naturally
and 20 additional zombies).

### Why can't people connect to my server?

There can be a number of factors surrounding why people can't access your
server. For the most part this sort of stuff applies to people who are hosting
servers from their homes, if you're using a VPS or dedicated gameserver
provider to host the server you shouldn't encounter these problems. If you do,
first refer to any available guides that may help resolve the issue, then
contact your server provider to see if they would be willing to help.

For home computers here's what you can check:

**1\. Check your ports**. Chances are your ports aren't accepting connections,
and for good reasons as this is generally a security feature for the routers.
Routers are so varied, that we can't actually give a lot of specifics for you.
However visiting a site like: portforward.com and finding your router model
should give you an idea on how to set up your port forwarding.

The following ports that should be forwarded is the 16261 as UDP as it's
considered a handshake port for the server. All further ports are configured
as TCP and are used to configure map data to each user. So one port should be
forwarded for every player you wish to have on the server. So for example
16262 - 16272 would allow ten players.(Version 41.65, after testing,
multiplayer online requires only one UDP port 16261)

If you want to test if the port is forwarding then you can use a port checker
such as https://www.yougetsignal.com/tools/open-ports/ to test and see if the
port is open. Make sure that your server is running before testing the port as
some routers, won't open the port until there's a connection running.

**2\. Firewalls and antivirus.** The oldest trick in the book, these could be
causing problems for the server and may wish to turn these off or add PZ/Java
to the exception list.

**3\. Correct IP.** There are two types of IP, an internal IP and an external
IP. Internal IPs are used for connecting within the computer or network while
externals are for people connecting from outside the network. Make sure you
are giving people an external IP and not an internal one. To check your IP,
you can just google "What's my IP" or visit http://www.whatismyip.com/

If you're absolutely certain it's none of these problems post to the
multiplayer help board on the official forums:
http://theindiestone.com/forums/index.php/forum/72-help/

### Common errors

### I'm trapped in a server! The map won't load anymore, what's going on? It
looks like a black border

You have either lost connection to the server, or the server has crashed.
You'll need to check your internet connection, or the server owner will need
to restart the server. If you're certain this is not the case, then the server
may not have the ports configured correctly to allow map streaming to each
player. If you're the server owner here's some info on the matter.

The following ports that should be forwarded is the 16261 as UDP as it's
considered a handshake port for the server. All further ports are configured
as TCP and are used to configure map data to each user. So one port should be
forwarded for every player you wish to have on the server. So for example
16262 - 16272.

### I'm getting some console messages about "Delay Packets"

This seems to be a common problem affecting a lot of users. There's no known
concrete fixes, just a couple of hot fixes.

One such fix is to try and disable firewalls or anti-virus which might be
causing the issue. If you have been able to connect to the server but has now
changed and you're getting these messages you can try removing the save folder
associated with the server. If it's still not working you might be
unfortunately stuck. It is possible that it's a server specific issue, try
connecting to a different server and see what happens.

Making sure the username is using a proper file name characters (as the
username is saved to a folder, so if you're using improper characters (like
"/" "!" etc) it won't work. It's also entirely possible that the server is
full, or all the ports opened by the server operator are in use. This means
that you won't be able to connect to the server and will instead, need to
connect to a different server.

### My server keeps crashing with people on it!

Odds are you don't have enough RAM or you haven't allocated enough of your RAM
to the server. If you're running a public server on a home computer, this will
be more of an issue. If running off a VPS it's still a possibility. Generally
2GB gets around 10-15 players and 4GB can cover 20-30 possibly.

### I get the Client version (956) doesn't match server (958) when I try to
connect to a server message. What's going on?

This is indicating that there is a Project Zomboid build mismatch between the
client and server. Say the message was like this "Client version (x) doesn't
match server (y)"

If Client (x) number is less than server (y) then that means that the server
is running a newer build and the client is running an older build. The best
way to check is to make sure that steam has updated your game to the newest
version possible.

If server (y) number is less than (x) then that means that the server is
outdated from the client and the server still needs to be updated.

It has been known that builds have accidentally been pushed to the onlinetest
branch, so make sure to check the forums and see if anybody else is having
problems regarding compatibility issues.

Also note - servers don't automatically install updates while running, but
most peoples clients will. You may need to shutdown the server, allow Steam or
GOG to update the files, and then reload.

### I was on a friends server, it was working fine but then we restarted and
we started having problems. What do I do?

There are a couple of possible solutions to this. The first is try deleting
the save associated with the server, in the event that's causing a conflict.
If that doesn't work, it might mean the server host has not quite configured
the ports correctly and isn't allowing map streaming.

### Administrating a server

#### Startup parameters

    _See more:Startup parameters_

See startup parameters page for a list of startup parameters you can start the
game with.

#### Server settings

    _See more:Server settings_

There are various options for servers. The server options are set up via the
`ServerOptions.ini` file in your Zomboid folder:

  * Windows: `%USERPROFILE%\Zomboid\server`
  * Linux: `$HOME/Zomboid/Server`

Just open it with a text editor and change them as you see fit.

When done with the changes, save the file and reboot the server.

You can also change these settings in-game (when logged in as an admin) via
`/changeoption optionName=*value*` and then `/reloadoptions`.

It may however be recommended to host a server in game, get all the settings
you want configured in the menu (where it also gives you explanations of what
each setting does), start a game, quit, and use those files to start a
dedicated server instead. That way there's no chance of typos, and no need to
look through the values.

See server settings page for a list of settings.

#### Admin commands

    _See more:Admin commands_

There are various commands for admins. There will be more in the future.

You can type `/help` to get a full list or `/help *command*` to get the help
tooltip for this command.

See admin commands page for a list of settings.

  *[UI]: User-Interface
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[RMB]: Right Mouse Button
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[HUD]: Heads Up Display
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player
  *[Icon]: As represented on the "Investigate Area" window

Multiplayer FAQ