PROJECT ZOMBOID · SANDBOX SETTINGS GUIDE · OCTOBER 2026

Project Zomboid SandboxVars.lua Settings Explained (Build 42)

SandboxVars.lua holds the rules of your Project Zomboid world: zombie numbers, loot, utilities and XP. Here is how the file is laid out, what the numbers mean, what a change does to a world already in play, and a searchable reference for all 269 settings.

Right file, right name

The default file is servertest_SandboxVars.lua, but a custom -servername changes both the config set and the save name.

Sandbox vs .ini

SandboxVars.lua changes the world rules. servertest.ini covers access, ports, save behaviour, mods and other server options.

Most values are mappings

Many settings are stored as numbers that map to menu choices. The reference below lists what every number means.

Biggest load drivers

Zombie population, respawn, migration and corpse and item cleanup decide how much the server has to simulate and store as the world ages.

What SandboxVars.lua is, where it lives, and how it differs from servertest.ini

For a dedicated server, the sandbox file sits in the server config folder: on Windows that is C:\Users\<you>\Zomboid\Server, and on Linux it is ~/Zomboid/Server. With the default server name, the file is servertest_SandboxVars.lua. If you start the server with -servername NAME, the file becomes NAME_SandboxVars.lua, alongside NAME.ini, NAME_spawnpoints.lua and NAME_spawnregions.lua.

Use SandboxVars for world rules. Use the servertest.ini settings reference for connection, visibility, save, mods and general server behaviour. That split matters because servertest.ini can be reloaded with reloadoptions, but sandbox changes need a full restart.

Which file holds the setting?
You want to change…servertest.iniSandboxVars.lua
Zombie numbers, respawn, migrationNoYes
Loot amounts by categoryNoYes
Water and power shut-off, time, XPNoYes
PvP, safehouses, factionsYesNo
Passwords, whitelist, max playersYesNo
Mods and map load orderYesNo
Applies without a restartYesNo
If it changes how the world plays, it is SandboxVars. If it changes how the server runs, it is servertest.ini.

The file is a Lua table, so the structure matters:

  • It starts with SandboxVars = { and ends with a matching }.
  • Each setting is written as Key = value,.
  • Nested groups use their own braces, such as ZombieConfig = { ... }, ZombieLore = { ... } and MultiplierConfig = { ... }.
  • Numbers and booleans are not quoted. Text strings stay in quotes.

The most common mistakes that stop the server using the file are simple syntax errors: a missing comma between lines, a missing closing brace in a nested section, broken or mismatched quotes, or editing the wrong file for the active server name. Copy the file before you touch it. On a rented server, keep that copy on your own PC too, so a bad upload never leaves you guessing what changed.

How numbered option values work

Many sandbox settings are not stored as words like “Normal” or “Low”. They are stored as numbers that pick an option from the in-game menu. Host panels show the friendly label; the file stores the number. The lists below and in the reference table give every option’s meaning.

SandboxVars = {
    VERSION = 6,
    -- Default = Normal
    -- 1 = Insane, 2 = Very High, 3 = High
    -- 4 = Normal, 5 = Low, 6 = None
    Zombies = 4,
    -- Default = None
    -- 1 = High, 2 = Normal, 3 = Low, 4 = None
    ZombieRespawn = 4,
}

That means Zombies = 4 is not “four times the zombies”. It means “use the preset labelled Normal”. Read every number as a raw amount and you will get the world wrong. Notice too that a higher number can mean fewer zombies.

Build 42 also mixes preset choices with advanced values. A top-level preset such as Zombies also sets the advanced PopulationMultiplier under ZombieConfig: Insane is 2.5, Very High 1.6, High 1.2, Normal 0.65, Low 0.15 and None 0. Type your own number into PopulationMultiplier and that custom value is what the world uses. The rest of the file follows the same pattern: some lines pick a menu option, some are true or false, and some are plain multipliers, hours or days.

Practical rule: read the comment first, then decide whether you want the preset choice or the advanced field beneath it. If you use a host panel editor, save once and open the file afterwards to see which lines it changed.

Every SandboxVars setting, by group

Search any key or word below. Each group opens on its own, and the nested groups are listed separately. Keep the structure in mind as you edit: top-level settings cover broad world rules, while nested groups such as ZombieConfig, ZombieLore, Map and MultiplierConfig hold the detailed controls.

Zombie population and spread (5)
SettingDefaultValuesWhat it does
Zombies4 (Normal)1 = Insane, 2 = Very High, 3 = High, 4 = Normal, 5 = Low, 6 = NoneChanging this also sets the "Population Multiplier" in Advanced Zombie Options.
Distribution1 (Urban Focused)1 = Urban Focused, 2 = UniformHow zombies are distributed across the map.
ZombieVoronoiNoisetruetrue / falseControls whether some randomization is applied to zombie distribution.
ZombieRespawn4 (None)1 = High, 2 = Normal, 3 = Low, 4 = NoneHow frequently new zombies are added to the world.
ZombieMigratetruetrue / falseZombie allowed to migrate to empty cells.
Time, calendar and climate (16)
SettingDefaultValuesWhat it does
DayLength4 (1 Hour, 30 Minutes)1 = 15 Minutes, 2 = 30 Minutes … 27 = Real-time–
StartYear1––
StartMonth7 (July)1 = January, 2 = February … 12 = DecemberMonth in which the game starts.
StartDay9–Day of the month in which the games starts.
StartTime2 (9 AM)1 = 7 AM, 2 = 9 AM … 9 = 5 AMHour of the day in which the game starts.
DayNightCycle1 (Normal)1 = Normal, 2 = Endless Day, 3 = Endless NightWhether the time of day changes naturally, or it's always day/night.
ClimateCycle1 (Normal)1 = Normal, 2 = No Weather, 3 = Endless Rain, 4 = Endless Storm, 5 = Endless Snow, 6 = Endless BlizzardWhether weather changes or remains at a single state.
FogCycle1 (Normal)1 = Normal, 2 = No Fog, 3 = Endless FogWhether fog occurs naturally, never occurs, or is always present.
Temperature3 (Normal)1 = Very Cold, 2 = Cold, 3 = Normal, 4 = Hot, 5 = Very HotThe global temperature.
Rain3 (Normal)1 = Very Dry, 2 = Dry, 3 = Normal, 4 = Rainy, 5 = Very RainyHow often it rains.
TimeSinceApo1 (0)1 = 0, 2 = 1 … 13 = 12How long after the end of the world to begin. This will affect starting world erosion and food spoilage. Does not affect the starting date.
NightDarkness3 (Normal)1 = Pitch Black, 2 = Dark, 3 = Normal, 4 = BrightThe level of ambient lighting at night.
NightLength3 (Normal)1 = Always Night, 2 = Long, 3 = Normal, 4 = Short, 5 = Always DayThe time from dusk to dawn.
MaxFogIntensity1 (Normal)1 = Normal, 2 = Moderate, 3 = Low, 4 = NoneMaximum intensity of fog.
MaxRainFxIntensity1 (Normal)1 = Normal, 2 = Moderate, 3 = LowMaximum intensity of rain.
EnableSnowOnGroundtruetrue / falseIf snow will accumulate on the ground. If disabled, snow will still show on vegetation and rooftops.
Water, power and alarms (12)
SettingDefaultValuesWhat it does
WaterShut2 (0 – 30 Days)1 = Instant, 2 = 0 – 30 Days … 9 = DisabledHow long after the default start date (July 9, 1993) that plumbing fixtures (eg. sinks) stop being infinite sources of water.
ElecShut2 (14 – 30 Days)1 = Instant, 2 = 14 – 30 Days … 9 = DisabledHow long after the default start date (July 9, 1993) that the world's electricity turns off for good.
AlarmDecay2 (0 – 30 Days)1 = Instant, 2 = 0 – 30 Days, 3 = 0 – 2 Months, 4 = 0 – 6 Months, 5 = 0 – 1 Year, 6 = 0 – 5 YearsHow long alarm batteries can last for after the power shuts off.
WaterShutModifier14-1 to 2147483647How long after the default start date (July 9, 1993) that plumbing fixtures (eg. sinks) stop being infinite sources of water.
ElecShutModifier14-1 to 2147483647How long after the default start date (July 9, 1993) that the world's electricity turns off for good.
AlarmDecayModifier14-1 to 2147483647How long alarm batteries can last for after the power shuts off.
GeneratorFuelConsumption0.10.00 to 100.00How much fuel is consumed by generators per in-game hour.
GeneratorSpawning4 (Rare)1 = None (not recommended), 2 = Insanely Rare, 3 = Extremely Rare, 4 = Rare, 5 = Normal, 6 = Common, 7 = AbundantThe chance of electrical generators spawning on the map.
AllowExteriorGeneratortruetrue / falseIf enabled, generators will work on exterior tiles. This will allow, for example, the powering of gas pumps.
LightBulbLifespan2.00.00 to 1000.00The higher the value, the longer lightbulbs last before breaking. If 0, lightbulbs will never break. Does not affect vehicle headlights.
GeneratorTileRange201 to 100–
GeneratorVerticalPowerRange31 to 15How many levels both above and below a generator it can provide with electricity.
Loot amounts and rarity (41)
SettingDefaultValuesWhat it does
FoodLootNew0.80.00 to 4.00Any food that can rot or spoil.
LiteratureLootNew0.60.00 to 4.00All other items that can be read, including books, fliers, and newspapers.
SkillBookLoot0.60.00 to 4.00Books that provide skill XP multipliers.
RecipeResourceLoot0.60.00 to 4.00Items that teach recipes.
MedicalLootNew0.60.00 to 4.00Medicine, bandages and first aid tools.
SurvivalGearsLootNew0.60.00 to 4.00Fishing Rods, Tents, camping gear etc.
CannedFoodLootNew0.60.00 to 4.00Canned and dried food, beverages.
WeaponLootNew0.60.00 to 4.00Weapons that are not tools in other categories.
RangedWeaponLootNew1.20.00 to 4.00Also includes weapon attachments.
AmmoLootNew0.60.00 to 4.00Loose ammo, boxes and magazines.
MechanicsLootNew0.60.00 to 4.00Vehicle parts and the tools needed to install them.
OtherLootNew0.80.00 to 4.00Everything else. Also affects foraging for all items in Town/Road zones.
ClothingLootNew0.60.00 to 4.00All wearable items that are not containers.
ContainerLootNew0.60.00 to 4.00Backpacks and other wearable/equippable containers, eg. cases.
KeyLootNew0.40.00 to 4.00Keys for buildings/cars, key rings, and locks.
MediaLootNew0.60.00 to 4.00VHS tapes and CDs.
MementoLootNew0.60.00 to 4.00Spiffo items, plushies, and other collectible keepsake items eg. Photos.
CookwareLootNew0.60.00 to 4.00Items that are used in cooking, including those (eg. knives) which can be weapons. Does not include food. Includes both usable and unusable items.
MaterialLootNew0.60.00 to 4.00Items and weapons that are used as ingredients for crafting or building. This is a general category that does not include items belonging to other categories such as Cookware or Medical. Does not include Tools.
FarmingLootNew0.60.00 to 4.00Items and weapons which are used in both animal and plant agriculture, such as Seeds, Trowels, or Shovels.
ToolLootNew0.60.00 to 4.00Items and weapons which are Tools but don't fit in other categories such as Mechanics or Farming.
RollsMultiplier1.00.10 to 100.00Can be used to adjust the number of rolls made on loot tables when spawning loot. Will not reduce the number of rolls below 1. Can negatively affect performance if set to high values. It is highly recommended that this not be changed.
LootItemRemovalListempty–A comma-separated list of item types that won't spawn as ordinary loot.
RemoveStoryLootfalsetrue / falseIf enabled, items on the Loot Item Removal List, or that have their rarity set to 'None', will not spawn in randomised world stories.
RemoveZombieLootfalsetrue / falseIf enabled, items on the Loot Item Removal List, or that have their rarity set to 'None', will not spawn worn by, or attached to, zombies.
ZombiePopLootEffect00 to 20If greater than 0, the spawn of loot is increased relative to the number of nearby zombies, with the effect multiplied by this number.
InsaneLootFactor0.050.00 to 0.20–
ExtremeLootFactor0.20.05 to 0.60–
RareLootFactor0.60.20 to 1.00–
NormalLootFactor1.00.60 to 2.00–
CommonLootFactor2.01.00 to 3.00–
AbundantLootFactor3.02.00 to 4.00–
Alarm4 (Sometimes)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very OftenHow likely the player is to activate a house alarm when breaking into a new house.
LockedHouses6 (Very Often)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very OftenHow frequently the doors of homes and buildings will be locked when discovered.
AnnotatedMapChance4 (Sometimes)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very OftenHow often a looted map will have notes on it, written by a deceased survivor.
SurvivorHouseChance3 (Rare)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very Often, 7 = Always TriesThe chance of finding randomized buildings on the map (eg. burnt out houses, ones containing loot stashes or dead bodies).
VehicleStoryChance3 (Rare)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very Often, 7 = Always TriesThe chance of road stories (eg. police roadblocks) spawning.
ZoneStoryChance3 (Rare)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very Often, 7 = Always TriesThe chance of stories specific to map zones (eg. a campsite in a forest) spawning.
MaximumLootedBuildingRooms500 to 200If a building has more than this amount of rooms it will not be looted.
MaximumLooted250 to 200The chance that any building will already be looted when found. Check the "Advanced" box below to use a custom number.
RuralLooted0.50.00 to 2.00The chance that any rural building will already be looted when found. Check the "Advanced" box below to use a custom number.
Loot respawn and item clean-up (10)
SettingDefaultValuesWhat it does
SeenHoursPreventLootRespawn00 to 2147483647When greater than 0, loot will not respawn in zones that have been visited within this number of in-game hours.
HoursForLootRespawn00 to 2147483647When greater than 0, after X hours, all containers in towns and trailer parks in the world will respawn loot. To spawn loot a container must have been looted at least once. Loot respawn is not impacted by visibility or subsequent looting.
MaxItemsForLootRespawn50 to 2147483647Containers with a number of items greater, or equal to, this setting will not respawn.
ConstructionPreventsLootRespawntruetrue / falseItems will not respawn in buildings that players have barricaded or built in.
WorldItemRemovalListBase.Hat, Base.Glasses, Base…–A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
HoursForWorldItemRemoval24.00.00 to 2147483647.00Number of hours since an item was dropped on the ground before it is removed. Items are removed the next time that part of the map is loaded. Zero means items are not removed.
ItemRemovalListBlacklistTogglefalsetrue / falseIf true, any items *not* in WorldItemRemovalList will be removed.
HoursForCorpseRemoval216.0-1.00 to 2147483647.00How long, in hours, before dead zombie bodies disappear from the world. If 0, maggots will not spawn on corpses.
DaysForRottenFoodRemoval-1-1 to 2147483647Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed.
BloodSplatLifespanDays00 to 365Number of days before old blood splats are removed. Removal happens when map chunks are loaded. 0 means they will never disappear.
Nature, farming and food (15)
SettingDefaultValuesWhat it does
ErosionSpeed4 (Slow (200 Days))1 = Very Fast (20 Days), 2 = Fast (50 Days), 3 = Normal (100 Days), 4 = Slow (200 Days), 5 = Very Slow (500 Days)Number of days until the erosion system (which adds vines, long grass, new trees etc. to the world) will reach 100% growth.
ErosionDays0-1 to 36500For a custom Erosion Speed. Zero means use the Erosion Speed option. Maximum is 36,500 days (approximately 100 years).
Farming3 (Normal)1 = Very Fast, 2 = Fast, 3 = Normal, 4 = Slow, 5 = Very SlowThe speed of plant growth.
CompostTime2 (2 Weeks)1 = 1 Week, 2 = 2 Weeks, 3 = 3 Weeks, 4 = 4 Weeks, 5 = 6 Weeks, 6 = 8 Weeks, 7 = 10 Weeks, 8 = 12 WeeksHow long it takes for food to break down in a composter.
NatureAbundance3 (Normal)1 = Very Poor, 2 = Poor, 3 = Normal, 4 = Abundant, 5 = Very AbundantThe abundance of items found in Foraging mode.
Nutritiontruetrue / falseNutritional value of food affects the player's condition. Turning this off will stop the player gaining or losing weight.
FoodRotSpeed3 (Normal)1 = Very Fast, 2 = Fast, 3 = Normal, 4 = Slow, 5 = Very SlowHow fast that food will spoil, inside or outside of a fridge.
FridgeFactor3 (Normal)1 = Very Low, 2 = Low, 3 = Normal, 4 = High, 5 = Very High, 6 = No decayHow effective a fridge will be at keeping food fresh for longer.
PlantResilience3 (Normal)1 = Very High, 2 = High, 3 = Normal, 4 = Low, 5 = Very LowHow much water plants will lose per day, and their ability to avoid disease.
PlantAbundance3 (Normal)1 = Very Poor, 2 = Poor, 3 = Normal, 4 = Abundant, 5 = Very AbundantThe yield of plants when harvested.
FishAbundance2 (Poor)1 = Very Poor, 2 = Poor, 3 = Normal, 4 = Abundant, 5 = Very AbundantThe abundance of fish in rivers and lakes.
KillInsideCropstruetrue / falseWhen enabled, crops and herbs grown inside buildings will die. Does not affect houseplants.
PlantGrowingSeasonstruetrue / falseWhen enabled, the growth of plants is affected by seasons.
FarmingSpeedNew1.00.10 to 100.00The speed of plant growth.
FarmingAmountNew1.00.10 to 10.00The abundance of harvested crops.
Vehicles and fuel (21)
SettingDefaultValuesWhat it does
EnableVehiclestruetrue / falseIf vehicles will spawn.
CarSpawnRate3 (Low)1 = None, 2 = Very Low, 3 = Low, 4 = Normal, 5 = HighHow frequently vehicles can be discovered on the map.
ZombieAttractionMultiplier1.00.00 to 100.00General engine loudness to zombies.
VehicleEasyUsefalsetrue / falseWhether found vehicles are locked, need keys to start etc.
InitialGas2 (Low)1 = Very Low, 2 = Low, 3 = Normal, 4 = High, 5 = Very High, 6 = FullHow full the gas tank of discovered vehicles will be.
FuelStationGasInfinitefalsetrue / falseIf enabled, gas pumps will never run out of fuel
FuelStationGasMin0.00.00 to 1.00The minimum amount of gasoline that can spawn in gas pumps. Check the "Advanced" box below to use a custom amount.
FuelStationGasMax0.80.00 to 1.00The maximum amount of gasoline that can spawn in gas pumps. Check the "Advanced" box below to use a custom amount.
FuelStationGasEmptyChance200 to 100The chance, as a percentage, that individual gas pumps will initially have no fuel.
LockedCar4 (Sometimes)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very OftenHow likely cars will be locked
CarGasConsumption1.00.00 to 100.00How gas-hungry vehicles are.
CarGeneralCondition3 (Normal)1 = Very Low, 2 = Low, 3 = Normal, 4 = High, 5 = Very HighGeneral condition discovered vehicles will be in.
CarDamageOnImpact3 (Normal)1 = Very Low, 2 = Low, 3 = Normal, 4 = High, 5 = Very HighThe amount of damage dealt to vehicles that crash.
DamageToPlayerFromHitByACar1 (None)1 = None, 2 = Low, 3 = Normal, 4 = High, 5 = Very HighDamage received by the player from being crashed into.
TrafficJamtruetrue / falseIf traffic jams consisting of wrecked cars will appear on main roads.
CarAlarm3 (Rare)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very OftenHow frequently discovered vehicles have active alarms.
PlayerDamageFromCrashtruetrue / falseIf the player can get injured from being in a car accident.
SirenShutoffHours0.00.00 to 168.00How many in-game hours before a wailing siren shuts off.
ChanceHasGas2 (Normal)1 = Low, 2 = Normal, 3 = HighThe chance of finding a vehicle with gas in its tank.
RecentlySurvivorVehicles2 (Low)1 = None, 2 = Low, 3 = Normal, 4 = HighWhether a player can discover a car that has been cared for after the Knox infection struck.
SirenEffectsZombiestruetrue / falseIf zombies will head towards the sound of vehicle sirens.
Animals and vermin (16)
SettingDefaultValuesWhat it does
AnimalStatsModifier4 (Normal)1 = Ultra Fast, 2 = Very Fast, 3 = Fast, 4 = Normal, 5 = Slow, 6 = Very SlowSpeed at which animals stats (hunger, thirst etc.) reduce.
AnimalMetaStatsModifier4 (Normal)1 = Ultra Fast, 2 = Very Fast, 3 = Fast, 4 = Normal, 5 = Slow, 6 = Very SlowSpeed at which animals stats (hunger, thirst etc.) reduce while in meta.
AnimalPregnancyTime4 (Normal)1 = Ultra Fast, 2 = Very Fast, 3 = Fast, 4 = Normal, 5 = Slow, 6 = Very SlowHow long animals will be pregnant for before giving birth.
AnimalAgeModifier4 (Normal)1 = Ultra Fast, 2 = Very Fast, 3 = Fast, 4 = Normal, 5 = Slow, 6 = Very SlowSpeed at which animals age.
AnimalMilkIncModifier4 (Normal)1 = Ultra Fast, 2 = Very Fast, 3 = Fast, 4 = Normal, 5 = Slow, 6 = Very Slow–
AnimalWoolIncModifier4 (Normal)1 = Ultra Fast, 2 = Very Fast, 3 = Fast, 4 = Normal, 5 = Slow, 6 = Very Slow–
AnimalRanchChance5 (Often)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very Often, 7 = AlwaysThe chance of finding animals in farm.
AnimalGrassRegrowTime2401 to 9999The number of hours grass will regrow after being eaten by an animal or cut by the player.
AnimalMetaPredatorfalsetrue / falseIf a meta (ie. not actually visible in-game) fox may attack your chickens if the hutch's door is left open at night.
AnimalMatingSeasontruetrue / falseIf on, animals will only mate during their breeding season (if any). Otherwise they can reproduce/lay eggs all year round.
AnimalEggHatch4 (Normal)1 = Ultra Fast, 2 = Very Fast, 3 = Fast, 4 = Normal, 5 = Slow, 6 = Very SlowHow long before baby animals will hatch from eggs.
AnimalSoundAttractZombiestruetrue / falseIf true, animal calls will attract nearby zombies.
AnimalTrackChance4 (Sometimes)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very OftenThe chance of animals leaving tracks.
AnimalPathChance4 (Sometimes)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very OftenThe chance of creating a path for animals to be hunted.
MaximumRatIndex250 to 50The frequency and intensity of eg. rats in infested buildings.
DaysUntilMaximumRatIndex900 to 365How long it takes for the Maximum Vermin Index to be reached.
Survivors, events and everything else (47)
SettingDefaultValuesWhat it does
StatsDecrease3 (Normal)1 = Very Fast, 2 = Fast, 3 = Normal, 4 = Slow, 5 = Very SlowHow fast the player's hunger, thirst, and fatigue will decrease.
StarterKitfalsetrue / falseSpawn with Chips, a Water Bottle, a Small Backpack, a Baseball Bat, and a Hammer.
EndRegen3 (Normal)1 = Very Fast, 2 = Fast, 3 = Normal, 4 = Slow, 5 = Very SlowRecovery from being tired after performing actions.
Helicopter2 (Once)1 = Never, 2 = Once, 3 = Sometimes, 4 = OftenHow regularly a helicopter passes over the Event Zone.
MetaEvent2 (Sometimes)1 = Never, 2 = Sometimes, 3 = OftenHow often zombie-attracting metagame events like distant gunshots will occur.
SleepingEvent1 (Never)1 = Never, 2 = Sometimes, 3 = OftenHow often events during the player's sleep, like nightmares, occur.
CharacterFreePoints0-100 to 100Adds free points during character creation.
ConstructionBonusPoints3 (Normal)1 = Very Low, 2 = Low, 3 = Normal, 4 = High, 5 = Very HighGives player-built constructions extra hit points so they are more resistant to zombie damage.
BoneFracturetruetrue / falseIf survivors can get broken limbs from impacts, zombie damage, falls etc.
InjurySeverity2 (Normal)1 = Low, 2 = Normal, 3 = HighThe impact that injuries have on your body, and their healing time.
DecayingCorpseHealthImpact3 (Normal)1 = None, 2 = Low, 3 = Normal, 4 = High, 5 = InsaneThe impact that nearby decaying bodies has on the player's health and emotions.
ZombieHealthImpactfalsetrue / falseWhether nearby "living" zombies have the same impact on the player's health and emotions.
BloodLevel3 (Normal)1 = None, 2 = Low, 3 = Normal, 4 = High, 5 = Ultra GoreHow much blood is sprayed on floors and walls by injuries.
ClothingDegradation3 (Normal)1 = Disabled, 2 = Slow, 3 = Normal, 4 = FastHow quickly clothing degrades, becomes dirty, and bloodied.
FireSpreadtruetrue / falseIf fires spread when started.
AttackBlockMovementstruetrue / falseIf melee attacking slows you down.
AllClothesUnlockedfalsetrue / falseAllows you to select from every piece of clothing in the game when customizing your character
EnableTaintedWaterTexttruetrue / falseIf tainted water will show a warning marking it as such.
MultiHitZombiesfalsetrue / falseIf certain melee weapons will be able to strike multiple zombies in one hit.
RearVulnerability3 (High)1 = Low, 2 = Medium, 3 = HighChance of being bitten when a zombie attacks from behind.
MetaKnowledge3 (Completely hidden)1 = Fully revealed, 2 = Shown as ???, 3 = Completely hiddenIf a piece of media hasn't been fully seen or read, this setting determines whether it's displayed fully, displayed as "???", or hidden completely.
SeeNotLearntRecipetruetrue / falseIf true, you will be able to see any recipes that can be done with a station, even if you haven't learnt them yet.
EnablePoisoning1 (True)1 = True, 2 = False, 3 = Only bleach poisoning is disabledIf poison can be added to food.
MaggotSpawn1 (In and Around Bodies)1 = In and Around Bodies, 2 = In Bodies Only, 3 = NeverIf/when maggots can spawn in corpses.
LevelForMediaXPCutoff30 to 10When a skill is at this level or above, television/VHS/other media will not provide XP for it.
LevelForDismantleXPCutoff00 to 10When a skill is at this level or above, scrapping furniture does not provide XP for the relevant skill. Does not apply to Electrical.
LiteratureCooldown451 to 365Number of days before one can benefit from reading previously read literature items.
NegativeTraitsPenalty1 (None)1 = None, 2 = 1 point penalty for every 3 negative traits selected, 3 = 1 point penalty for every 2 negative traits selected, 4 = 1 point penalty for every negative trait selected after the firstIf there are diminishing returns on bonus trait points provided from selecting multiple negative traits.
MinutesPerPage2.00.00 to 60.00The number of in-game minutes it takes to read one page of a skill book.
PlaceDirtAbovegroundfalsetrue / falseWhen enabled, dirt can be placed, and farming performed on other than the ground level.
DaysUntilMaximumLooted900 to 3650How long it takes for Maximum Looted Building Chance to be reached.
MaximumDiminishedLoot200 to 100The maximum loot that won't spawn when Days Until Maximum Diminished Loot is reached. Check the "Advanced" box below to use an exact percentage.
DaysUntilMaximumDiminishedLoot36500 to 3650How long it takes for Maximum Diminished Loot Percentage to be reached.
MuscleStrainFactor0.70.00 to 10.00Functions as a multiplier when applying muscle strain from swinging weapons or carrying heavy loads.
DiscomfortFactor0.80.00 to 10.00Functions as a multiplier when applying discomfort from worn items.
WoundInfectionFactor1.00.00 to 10.00If greater than zero damage can be taken from serious wound infections.
NoBlackClothestruetrue / falseIf true clothing with randomized tints will not be so dark to be virtually black.
EasyClimbingfalsetrue / falseDisables the failure chances when climbing sheet ropes or over walls.
MaximumFireFuelHours81 to 168The maximum hours of fuel that can be placed in a campfire, wood stove etc.
FirearmUseDamageChance2 (Zombies only)1 = Disabled, 2 = Zombies only, 3 = All types of targetReplaces Chance-To-Hit mechanics with Chance-To-Damage calculations. This mode prioritizes player aiming.
FirearmNoiseMultiplier1.00.20 to 2.00A multiplier for the distance at which zombies can hear gunshots.
FirearmJamMultiplier1.00.00 to 10.00Multiplier for firearm jamming chance. 0 disables jamming.
FirearmMoodleMultiplier1.00.00 to 10.00Multiplier for Moodle effects on hit chance. 0 disables Moodle penalty.
FirearmWeatherMultiplier1.00.00 to 10.00Multiplier for the effects of weather (wind, rain and fog) on hit chance. 0 disables weather effect.
FirearmHeadGearEffecttruetrue / falseEnable to have headgear like welding masks affect hit chance
ClayLakeChance0.050.00 to 1.00Chance to turn a dirt floor into a clay floor. Applies to lakes.
ClayRiverChance0.050.00 to 1.00Chance to turn a dirt floor into a clay floor. Applies to rivers.
Basement (1)
SettingDefaultValuesWhat it does
SpawnFrequency4 (Sometimes)1 = Never, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very Often, 7 = AlwaysHow frequently basements spawn at random locations.
Map: in-game map options (4)
SettingDefaultValuesWhat it does
AllowMiniMapfalsetrue / falseIf enabled, a mini-map window will be available.
AllowWorldMaptruetrue / falseIf enabled, the world map can be accessed.
MapAllKnownfalsetrue / falseIf enabled, the world map will be completely filled in on starting the game.
MapNeedsLighttruetrue / falseIf enabled, maps can't be read unless there's a source of light available.
ZombieLore: how zombies behave (29)
SettingDefaultValuesWhat it does
Speed4 (Random)1 = Sprinters, 2 = Fast Shamblers, 3 = Shamblers, 4 = RandomHow fast zombies move.
SprinterPercentage00 to 100If Random Speed is enabled, this controls what percentage of zombies are Sprinters. Check the "Advanced" box below to use a custom percentage.
Strength2 (Normal)1 = Superhuman, 2 = Normal, 3 = Weak, 4 = RandomThe damage zombies inflict per attack.
Toughness4 (Random)1 = Tough, 2 = Normal, 3 = Fragile, 4 = RandomThe difficulty of killing a zombie.
Transmission1 (Blood and Saliva)1 = Blood and Saliva, 2 = Saliva Only, 3 = Everyone's Infected, 4 = NoneHow the Knox Virus spreads.
Mortality5 (2-3 Days)1 = Instant, 2 = 0-30 Seconds, 3 = 0-1 Minutes, 4 = 0-12 Hours, 5 = 2-3 Days, 6 = 1-2 Weeks, 7 = NeverHow quickly the infection takes effect.
Reanimate3 (0-1 Minutes)1 = Instant, 2 = 0-30 Seconds, 3 = 0-1 Minutes, 4 = 0-12 Hours, 5 = 2-3 Days, 6 = 1-2 WeeksHow quickly infected corpses rise as zombies.
Cognition3 (Basic Navigation)1 = Navigate and Use Doors, 2 = Navigate, 3 = Basic Navigation, 4 = RandomZombie intelligence.
DoorOpeningPercentage00 to 100–
CrawlUnderVehicle5 (Often)1 = Crawlers Only, 2 = Extremely Rare, 3 = Rare, 4 = Sometimes, 5 = Often, 6 = Very Often, 7 = AlwaysHow often zombies can crawl under parked vehicles.
Memory2 (Normal)1 = Long, 2 = Normal, 3 = Short, 4 = None, 5 = Random, 6 = Random between Normal and NoneHow long zombies remember a player after seeing or hearing them.
Sight5 (Random between Normal and Poor)1 = Eagle, 2 = Normal, 3 = Poor, 4 = Random, 5 = Random between Normal and PoorZombie vision radius.
Hearing5 (Random between Normal and Poor)1 = Pinpoint, 2 = Normal, 3 = Poor, 4 = Random, 5 = Random between Normal and PoorZombie hearing radius.
SpottedLogictruetrue / falseActivates the new advanced stealth mechanics, which allows you to hide from zombies behind cars, takes traits and weather into account, and much more.
ThumpNoChasingfalsetrue / falseIf zombies that have not seen/heard player can attack doors and constructions while roaming.
ThumpOnConstructiontruetrue / falseIf zombies can destroy player constructions and defenses.
ActiveOnly1 (Both)1 = Both, 2 = Night, 3 = DayWhether zombies are more "active" during the day or night. "Active" zombies will use the speed set in the "Speed" setting. "Inactive" zombies will be slower, and tend not to give chase.
TriggerHouseAlarmtruetrue / falseIf zombies trigger house alarms when breaking through windows or doors.
ZombiesDragDowntruetrue / falseIf multiple attacking zombies can drag you down and kill you. Dependent on zombie strength.
ZombiesCrawlersDragDownfalsetrue / falseIf crawler zombies beside a player contribute to the chance of being dragged down and killed by a group of zombies.
ZombiesFenceLungetruetrue / falseIf zombies have a chance to lunge at you after climbing over a fence or through a window if you're too close.
ZombiesArmorFactor2.00.00 to 100.00Serves as a multiplier when determining the effectiveness of armor worn by zombies.
ZombiesMaxDefense850 to 100The maximum defense percentage that any worn protective garments can provide to a zombie.
ChanceOfAttachedWeapon60 to 100Percentage chance of having a random attached weapon.
ZombiesFallDamage1.00.00 to 100.00How much damage zombies take when falling from height.
DisableFakeDead1 (World Zombies)1 = World Zombies, 2 = World and Combat Zombies, 3 = NeverWhether some dead-looking zombies will reanimate and attack the player.
PlayerSpawnZombieRemoval1 (Inside the building and around it)1 = Inside the building and around it, 2 = Inside the building, 3 = Inside the room, 4 = Zombies can spawn anywhereZombies will not spawn where players spawn.
FenceThumpersRequired25-1 to 100How many zombies it takes to damage a tall fence.
FenceDamageMultiplier1.00.01 to 100.00How quickly zombies damage tall fences.
ZombieConfig: population numbers (15)
SettingDefaultValuesWhat it does
PopulationMultiplier0.650.00 to 4.00Set by the "Zombie Count" population option, or by a custom number here. Insane = 2.5, Very High = 1.6, High = 1.2, Normal = 0.65, Low = 0.15, None = 0.0.
PopulationStartMultiplier1.00.00 to 4.00A multiplier for the desired zombie population at the start of the game. Insane = 3.0, Very High = 2.0, High = 1.5, Normal = 1.0, Low = 0.5, None = 0.0.
PopulationPeakMultiplier1.50.00 to 4.00A multiplier for the desired zombie population on the peak day. Insane = 3.0, Very High = 2.0, High = 1.5, Normal = 1.0, Low = 0.5, None = 0.0.
PopulationPeakDay281 to 365The day when the population reaches its peak.
RespawnHours0.00.00 to 8760.00The number of hours that must pass before zombies may respawn in a cell. If 0, spawning is disabled.
RespawnUnseenHours0.00.00 to 8760.00The number of hours that a chunk must be unseen before zombies may respawn in it.
RespawnMultiplier0.00.00 to 1.00The fraction of a cell's desired population that may respawn every RespawnHours.
RedistributeHours12.00.00 to 8760.00The number of hours that must pass before zombies migrate to empty parts of the same cell. If 0, migration is disabled.
FollowSoundDistance10010 to 1000The distance a zombie will try to walk towards the last sound it heard.
RallyGroupSize200 to 1000The size of groups real zombies form when idle. 0 means zombies don't form groups. Groups don't form inside buildings or forest zones.
RallyGroupSizeVariance500 to 100The amount, as a percentage, that zombie groups can vary in size from the default (both larger and smaller). For example, at 50% variance with a default group size of 20, groups will vary in size from 10-30.
RallyTravelDistance205 to 50The distance real zombies travel to form groups when idle.
RallyGroupSeparation155 to 25The distance between zombie groups.
RallyGroupRadius31 to 10How close members of a zombie group stay to the group's "leader".
ZombiesCountBeforeDelete3000 to 5000Controls the maximum number of zombies tracked before cleanup occurs. 0 means zombies will not be cleaned up. The default value (300) is strongly recommended. Increasing this value or setting to 0 may cause severe performance problems. For troubleshooting and bug-report purposes, please reproduce any issue with the default setting before submitting a report.
MultiplierConfig: XP rates per skill (37)
SettingDefaultValuesWhat it does
Global1.00.00 to 1000.00The rate at which all skills level up.
GlobalToggletruetrue / falseWhen enabled, all skills will use the Global Multiplier.
Fitness1.00.00 to 1000.00Rate at which Fitness skill levels up.
Strength1.00.00 to 1000.00Rate at which Strength skill levels up.
Sprinting1.00.00 to 1000.00Rate at which Sprinting skill levels up.
Lightfoot1.00.00 to 1000.00Rate at which Lightfooted skill levels up.
Nimble1.00.00 to 1000.00Rate at which Nimble skill levels up.
Sneak1.00.00 to 1000.00Rate at which Sneaking skill levels up.
Axe1.00.00 to 1000.00Rate at which Axe skill levels up.
Blunt1.00.00 to 1000.00Rate at which Long Blunt skill levels up.
SmallBlunt1.00.00 to 1000.00Rate at which Short Blunt skill levels up.
LongBlade1.00.00 to 1000.00Rate at which Long Blade skill levels up.
SmallBlade1.00.00 to 1000.00Rate at which Short Blade skill levels up.
Spear1.00.00 to 1000.00Rate at which Spear skill levels up.
Maintenance1.00.00 to 1000.00Rate at which Maintenance skill levels up.
Woodwork1.00.00 to 1000.00Rate at which Carpentry skill levels up.
Cooking1.00.00 to 1000.00Rate at which Cooking skill levels up.
Farming1.00.00 to 1000.00Rate at which Agriculture skill levels up.
Doctor1.00.00 to 1000.00Rate at which First Aid skill levels up.
Electricity1.00.00 to 1000.00Rate at which Electrical skill levels up.
MetalWelding1.00.00 to 1000.00Rate at which Welding skill levels up.
Mechanics1.00.00 to 1000.00Rate at which Mechanics skill levels up.
Tailoring1.00.00 to 1000.00Rate at which Tailoring skill levels up.
Aiming1.00.00 to 1000.00Rate at which Aiming skill levels up.
Reloading1.00.00 to 1000.00Rate at which Reloading skill levels up.
Fishing1.00.00 to 1000.00Rate at which Fishing skill levels up.
Trapping1.00.00 to 1000.00Rate at which Trapping skill levels up.
PlantScavenging1.00.00 to 1000.00Rate at which Foraging skill levels up.
FlintKnapping1.00.00 to 1000.00Rate at which Knapping skill levels up.
Masonry1.00.00 to 1000.00Rate at which Masonry skill levels up.
Pottery1.00.00 to 1000.00Rate at which Pottery skill levels up.
Carving1.00.00 to 1000.00Rate at which Carving skill levels up.
Husbandry1.00.00 to 1000.00Rate at which Animal Care skill levels up.
Tracking1.00.00 to 1000.00Rate at which Tracking skill levels up.
Blacksmith1.00.00 to 1000.00Rate at which Blacksmithing skill levels up.
Butchering1.00.00 to 1000.00Rate at which Butchering skill levels up.
Glassmaking1.00.00 to 1000.00Rate at which Glassmaking skill levels up.

When sandbox changes apply on an existing world

Sandbox changes need a server restart. After the restart, the new file is active, but that does not mean every existing part of the world is rewritten. Some settings act when something is first generated or first found, and some timers count forward from the world’s start date and age.

The clearest examples are the looted-building settings. MaximumLooted (25) and RuralLooted (0.5) set the chance a building is already looted “when found”, rising over DaysUntilMaximumLooted (90 days). Buildings players have already found keep what they rolled. Loot multipliers work the same way: containers that have already spawned their contents won’t be re-rolled. Water and power shut-off are counted in days from the start date (9 July 1993 by default), so on a world past day 14 with the defaults, raising them won’t bring the power back.

Rule of thumb for mid-world edits: settings that run continuously apply from the restart onwards, while settings tied to first discovery or world age only show up in unexplored areas or future days.

After a restart, what does a change reach?
Applies from the restart
Respawn and migration, corpse and item clean-up, XP rates
Ongoing rules
New ground only
Looted-building chance, loot multipliers
Rolled when first found
Counted from the start date
Water and power shut-off, erosion
Too late once the day has passed
Loot already rolled stays rolled. To bring new rules to old ground, reset that area rather than editing again.

If you need those rules to apply everywhere, the clean answer is a fresh world or a targeted area reset. The separate map reset and wipe guide covers when to wipe the whole save, reset only an area, or leave the world intact and accept mixed old and new rules.

The Build 42 population ramp and why week-by-week load changes

On Build 42 defaults, zombie population does not stay flat from day one. The advanced population section starts at PopulationStartMultiplier = 1.0, rises to PopulationPeakMultiplier = 1.5, and reaches that peak on PopulationPeakDay = 28.

ZombieConfig = {
  PopulationMultiplier = 0.65,
  PopulationStartMultiplier = 1.0,
  PopulationPeakMultiplier = 1.5,
  PopulationPeakDay = 28,
}

So the desired population on day 28 is half as high again as on day one, before you change anything. That is why a new server can feel fine for the first week and heavier by the fourth.

Build 42 default population multipliers
PopulationStartMultiplier (day 1)
1.0
PopulationPeakMultiplier (day 28)
1.5
Both scale PopulationMultiplier, which is 0.65 on the Normal preset. PopulationPeakDay=28 sets when the peak is reached.
By default the world wants half as many zombies again on day 28 as on day one. Lower the peak or push the day later to flatten the climb.

As the desired population rises, the server has more zombies to simulate in every loaded area, and players spread across several towns keep several areas loaded at once. If your group starts seeing hitches a few weeks in rather than on day one, the ramp is a likely part of it. To flatten it, bring PopulationPeakMultiplier down towards PopulationStartMultiplier, or push PopulationPeakDay later to slow the climb.

That is why population tuning and memory planning belong together. If the server is already showing later-world stutters, check the Project Zomboid server lag guide for other causes of server load, and the server RAM guide if the heap is likely too tight for the current world and player spread.

Tune the sandbox first, or move to a larger server?

If the world rules are simply heavier than your server can carry, these are the lines that make the biggest difference, and what players will notice when you change them.

SituationLines to look atWhat players notice
Towns hitch when players arrive or pull big groupsZombies, or PopulationMultiplier and the start and peak multipliers in ZombieConfigFewer zombies everywhere, most noticeably in towns
The world gets heavier the longer it runsZombieRespawn and RespawnHours, RespawnUnseenHours, RespawnMultiplier (respawn is off by default)Cleared areas stay clear
Cleared streets keep filling back upZombieMigrate and RedistributeHours (12 hours by default, 0 disables migration)Zombies stop drifting into empty parts of a cell
Old fight zones are full of bodies and dropped junkHoursForCorpseRemoval (216 hours) and HoursForWorldItemRemoval (24 hours)Corpses and dropped items disappear sooner; removal happens when that part of the map next loads
Someone wants “more loot” without slowing the serverThe per-category loot multipliers, not RollsMultiplierThe game itself recommends leaving RollsMultiplier alone because it can hurt performance

If you have already trimmed these and the server still runs out of headroom as the world grows, more server is the better answer than a thinner world.

Need more headroom instead of more cuts?

If your population, mods and explored world have already outgrown the current plan, compare hosts that are a better fit for Build 42 multiplayer and rented server management.

Compare the best Project Zomboid server hosts

Loot multipliers: what the per-category values actually cover

The Build 42 loot categories are much more granular than the old broad loot presets. The per-category values below are direct multipliers with a range of 0.00 to 4.00. Raising one changes spawn chances for that category when a container is first filled. The exception is RollsMultiplier, which changes how many times the loot tables are rolled. The game’s own note says not to change it, because it can hurt performance.

Category Default What it covers
FoodLootNew 0.8 Food that can rot or spoil
CannedFoodLootNew 0.6 Canned and dried food, plus beverages
LiteratureLootNew 0.6 Readable items other than skill books and recipe items
SkillBookLoot 0.6 Books that give skill XP multipliers
RecipeResourceLoot 0.6 Items that teach recipes
MediaLootNew 0.6 VHS tapes and CDs
MedicalLootNew 0.6 Medicine, bandages and first-aid tools
SurvivalGearsLootNew 0.6 Camping and survival gear
WeaponLootNew 0.6 Weapons not covered by tool categories
RangedWeaponLootNew 1.2 Firearms and weapon attachments
AmmoLootNew 0.6 Loose ammo, boxes and magazines
MechanicsLootNew 0.6 Vehicle parts and the tools needed to fit them
CookwareLootNew 0.6 Cooking equipment, including usable and unusable items
MaterialLootNew 0.6 Crafting and building ingredients that are not in other categories
FarmingLootNew 0.6 Items used in plant and animal agriculture
ToolLootNew 0.6 Tools not covered by mechanics or farming
ClothingLootNew 0.6 Wearable items that are not containers
ContainerLootNew 0.6 Backpacks and other equippable containers
KeyLootNew 0.4 Building and vehicle keys, key rings and locks
MementoLootNew 0.6 Collectibles and keepsake items
OtherLootNew 0.8 Everything else; also affects foraging for items in Town and Road zones

For server admins, the useful habit is to change category multipliers, not the global roll count. Category multipliers alter what can appear within normal generation rules. RollsMultiplier makes the server do more work every time a container is filled, so it is the one most likely to turn “more loot” into “more load”.

Time, utilities and XP: the settings that change pacing without changing server load much

DayLength, StartTime, DayNightCycle, ClimateCycle and related time settings change how the world moves forward. They shape the experience, not the server load.

Utilities are split between preset choices and exact modifiers. WaterShut, ElecShut and AlarmDecay choose menu-style ranges, while WaterShutModifier, ElecShutModifier and AlarmDecayModifier let you set an exact number of days after the start date (default 14). Because they count from the start date, changing them on an old save only matters if that day hasn’t passed yet.

XP lives mostly in MultiplierConfig. If GlobalToggle = true, all skills use Global. If you turn that off, individual skill rates can differ. Global defaults to 1.0. XP changes progression without adding anything for the server to simulate.

Editing safely on a live server

Five steps that avoid both syntax mistakes and panel overwrites:

  1. Stop the server fully.
  2. Make a backup of the current config and, ideally, the current world save as well. If you need a fuller routine, the separate backup and restore guide covers the built-in backups and manual copies.
  3. Edit the correct NAME_SandboxVars.lua file for the active -servername.
  4. Start the server again.
  5. Open the file again once the server is up, to make sure your change is still there.

If Lua syntax worries you, the safest route is to use the game’s Host -> Manage Settings sandbox editor on a local install to produce a valid file, then upload that finished NAME_SandboxVars.lua to the rented server. This is especially useful for nested sections and advanced values because the editor writes the braces, commas and value types correctly. Just make sure the file name matches the actual server name in use on the dedicated machine.

Symptoms, likely causes, and the first fix to try

Symptom Likely cause First fix
Server ignores my changes You edited servertest_SandboxVars.lua, but the server was launched with a different -servername, or the host panel uses another config set Check the active server name, then edit the matching NAME_SandboxVars.lua
Server fails to start after editing Lua syntax error such as a missing comma, broken quotes, or an unmatched brace in a nested table Restore the backup copy, compare line by line, and reapply the change carefully
Zombies still feel dense after I lowered them Population already existed in explored areas, or the world is still following the start-to-peak ramp Check the ZombieConfig start and peak values and judge the change in newly explored ground
Loot feels unchanged in buildings players already searched The affected buildings or containers were already generated, found or looted before the change Judge it in untouched areas; old containers keep what they rolled
Water or power timing does not match the new values immediately Those systems are timer-based and tied to world age and start-date logic Check how old the world already is before expecting a visible difference
Host panel shows one value, file shows another after restart The panel sandbox editor rewrote the file on save, or you edited a local copy and not the active remote one Choose one place to edit, then read the live file back after restart to confirm it stuck
Performance gets worse as the world ages even though settings look “normal” The default population ramp, more explored world, corpses and dropped items all add up Trim those first, then look at memory and plan size if the server is still struggling

Project Zomboid server FAQ

Where is the sandbox file on a dedicated server?

It is in the server config folder under the Zomboid user data directory: C:\Users\<you>\Zomboid\Server on Windows and ~/Zomboid/Server on Linux. With the default server name it is servertest_SandboxVars.lua. If you launch with -servername NAME, use NAME_SandboxVars.lua instead.

Do sandbox changes need a restart?

Yes. Sandbox changes are not like servertest.ini options that can be refreshed with reloadoptions. Edit the file, save it, and restart the server so the new Lua table is loaded.

Can I change sandbox settings on an existing world?

Yes, but not every change rewrites the existing world. Ongoing rules can affect future play after the restart, while settings tied to first discovery, first generation or world age may only apply cleanly to unexplored areas or future time. If you need total consistency, use a fresh world or a deliberate area reset.

Why did my server ignore my SandboxVars changes?

The usual reasons are editing the wrong file name, using the wrong server name, or having the host panel overwrite your manual edit on restart. The next most common cause is that the change was valid but you looked for it in already explored or already generated parts of the map. Check the active file name, restart, and judge generation settings in a fresh area.

What do the numbers in SandboxVars.lua mean?

Many are menu enums, not raw amounts. For example, a value such as Zombies = 4 means the preset labelled “Normal”, because the line’s comment defines the mapping. Other numbers are direct multipliers or timers, especially in advanced sections like ZombieConfig and MultiplierConfig.

More Project Zomboid server guides

The rest of our Project Zomboid server guides, plus the host comparison.

Defaults are from the Build 42 stable server files (42.20 onwards, file VERSION 6). Swap servertest for your own -servername if you use one.

About the author
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Lifelong survival gamer · Server nerd · Sweden/UK

I'm an avid gamer from Sweden with a lot of time spent in England in the last 5 years who loves survival games — ARK, Palworld, Valheim, Sons of the Forest, V Rising and plenty of WoW and Dota 2 on the side. I created this site to help other gamers find the best server hosting without wasting money on laggy providers.

I've been hosting my own game servers since Minecraft first came out, from Hamachi LAN nights with friends to modded survival worlds and dedicated servers for ARK, Valheim and Palworld. Years of running, breaking and fixing servers taught me what actually makes a host worth paying for, and that's what I share here.

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