Guides

How to add mods to Project Zomboid (PC and RoxyCloud server)

Workshop on your PC, IDs in the RoxyCloud panel .ini, Build 42 Mods format, and how to turn off AntiCheatProtectionType12 when a mod kicks players.

Samuel AkiresCEO RoxyCloud
3 min read554 words
How to add mods to Project Zomboid (PC and RoxyCloud server)

This guide is for RoxyCloud. On your PC you subscribe to the Steam Workshop. On the server you stop the panel, edit the .ini and start again. You do not host the game on your own machine.

Mods on your PC

Everyone who joins needs the same mods on the client. Otherwise the game refuses the join or the world looks different.

  1. In Steam, open the library and click Project Zomboid.
  2. Open the Workshop tab and pick the mod. Check it matches the server build (41 or 42).
  3. Click Subscribe. Steam downloads it.
  4. Open Project Zomboid, go to Mods and enable the pack for solo or multiplayer.
  5. For solo, create or load the world with those mods on. An old world can break with a new mod.

The two IDs the server needs

On the Workshop page, copy two things. The Workshop ID is the number in the URL. The Mod ID is the Mod ID text in the description, or id= in mod.info. One Workshop item can have more than one internal ID. List all of them on Mods.

Mods on the RoxyCloud server

  1. Open the panel and stop the server with Power. Do not edit the .ini while the world is running. The game can overwrite your file.
  2. Open the file manager.
  3. Go to the save folder. On many servers it is .cache/Server/. On others it is Zomboid/Server/.
  4. Open the .ini that matches the name on the startup tab. The usual name is servertest.ini.
  5. Find WorkshopItems= and Mods=.
  6. Save and start with Power. The first boot downloads the Workshop. Wait for the console before you join.

Build 41

WorkshopItems takes Steam numbers. Mods takes internal IDs, no slash. Separate with a semicolon and no spaces.

servertest.ini (Build 41)
WorkshopItems=2392709985;2169435993
Mods=BedfordFalls;ModOptions

Build 42

WorkshopItems stays the same: numbers and semicolons. On Mods each internal ID starts with a backslash.

servertest.ini (Build 42)
WorkshopItems=123456789;987654321
Mods=\JB_Fireflys;\ProximityInventory4213;\B42MoodleDescriptionsExpanded;\PTBRB42;\CraftEnginePartsModerate

A map mod also needs Map= in the same file. The default is Muldraugh, KY. Put the map name first, as the Workshop page says.

Anti-cheat error with mods

If the server downloads the mod and still kicks on join, it is often anti-cheat type 12. It treats extra client files as cheating.

  1. Stop the server with Power.
  2. Open the same save .ini in the file manager.
  3. Find AntiCheatProtectionType12=.
  4. Set it to false.
  5. Save and start again.
servertest.ini
AntiCheatProtectionType12=false

Do not turn off the other types unless you need to. If the line is a number instead of true or false, set 0 on type 12 only and test.

Before you enable a pack

  • Client and server on the same build. 41 and 42 do not mix.
  • A 41 mod does not work on 42 just because the name is close. Use the 42 ID.
  • An old save can break with a new mod. Back up the world folder in the file manager.
  • If the console does not download the item, check the Workshop number.

Frequently asked questions

Straight answers before you order

The Workshop ID is the number at the end of the Steam URL. The Mod ID is the internal name on the page (Mod ID) or in mod.info. WorkshopItems downloads the pack. Mods turns it on in the game.

Each internal ID starts with a backslash. Separate mods with a semicolon. Example: Mods=\ProximityInventory4213;\PTBRB42

Stop the server with Power. Open the file manager. The .ini is in the save folder, usually .cache/Server/ or Zomboid/Server/. The file name matches the config on the startup tab, for example servertest.ini.

The server can kick people who join with mods. In the same .ini set AntiCheatProtectionType12=false. Save and start again. Only change that type if the kick is from a mod.