PROJECT ZOMBOID · SERVER RESET GUIDE · OCTOBER 2026

How to Reset or Wipe a Project Zomboid Server (Full, Partial or Characters)

Wiping a Project Zomboid server doesn’t have to mean losing everything. Here is how to choose between a new season, a map wipe, a character reset and a single-town reset, which files each one touches, and what to back up first.

World, characters and accounts are separate

The map lives in the multiplayer save folder, characters live in players.db inside that save, and accounts or whitelist data live separately in Zomboid/db. That is why a map wipe can keep logins but still erase characters.

ResetID is the gentlest character reset

Changing ResetID forces everyone to make a new character without deleting the world files. It is usually safer than deleting character data outright because it leaves the old files recoverable if you need to roll back.

Area resets need three matching file sets

On Build 42, terrain, loot and zombie population are stored separately. If you reset only the map files and leave the matching chunk or population data behind, the area comes back in a broken half-old state.

Players can keep seeing the old map

After a wipe on the same IP and port, clients may still show explored map data from their own ip_port cache. That does not mean the server failed to wipe.

Pick the right kind of reset first

When you need to reset a Project Zomboid server, do not jump straight to a reinstall. Most problems only need a world wipe, a character reset, or a partial area refresh. The table below is the quickest way to choose the smallest change that gets the result you want.

Reset methodWhen to choose it
Start under a new -servernameA new season when you want a clean break but may want the old world back later. The old world, its settings and its accounts stay on disk untouched under the old name.
Map wipe of the current server nameThe world itself is the problem: over-looted towns, broken generation or a seasonal restart with the same rules and the same account list.
Character-only wipeThe map is fine but everyone should reroll, for example after a rule change or a roleplay season reset.
Area resetOne town or a few map squares are ruined, bugged or stripped bare and you don’t want to punish the whole server.
Full server reset or reinstallYou want a truly clean slate: new settings, new mods, new install. Everything not backed up elsewhere is gone.
What each reset removes
ResetWorld mapCharactersAccounts and whitelistSettings and mods
New -servernameNoNoNoNo
Map wipe (delete the save)YesYesNoNo
Change ResetIDNoYesNoNo
Area resetPartlyNoNoNo
Full reinstallYesYesYesYes
New -servername: the old world stays on disk and the new name starts empty. Area reset: only the chosen map squares regenerate.
Characters live inside the save, accounts live in Zomboid/db. That split is why a map wipe keeps logins but not characters.

Still unsure? Answer the questions below and stop at the first reset that fixes your problem.

Which reset do you need?
Back up the save, the ini files and Zomboid/db first
Is only one town or area the problem?
Yes
Area resetDelete those squares from map, chunkdata and zpop together.
No
Is the map fine, but everyone should reroll?
Yes
Change ResetIDPlayers make new characters; the world stays.
No
Might you want this world back one day?
Yes
New -servernameFresh world under a new name; the old one stays on disk.
No
Are the settings and mods still right?
Yes
Map wipeDelete Saves/Multiplayer/servertest and restart.
No
Full reinstall: settings, mods and accounts all start again
Stop at the first reset that fixes the problem. Each step down removes more.

Back up first, even for a small area reset

Stop the server cleanly before you touch files. Project Zomboid normally saves when players leave a loaded area, and SaveWorldEveryMinutes is 0 by default, so the safest admin habit is /save and then /quit. After that, copy the exact file set that lets you undo the reset: the current multiplayer save folder, the main servertest.ini file with ResetID, ServerPlayerID and Seed, the SandboxVars and spawn files, and the db folder.

Keep this short version in mind:

  • World save: Zomboid/Saves/Multiplayer/servertest
  • Main config: C:\Users\<you>\Zomboid\Server\servertest.ini on Windows, or ~/Zomboid/Server/servertest.ini on Linux
  • Sandbox and spawn files: servertest_SandboxVars.lua, servertest_spawnpoints.lua, servertest_spawnregions.lua
  • Accounts and whitelist database: Zomboid/db

The built-in backup options are useful, but they write to the same disk as the world itself, so they are not the backup you want to rely on when you might delete the wrong folder. For a proper copy-and-restore workflow, use this backup and restore guide.

How to do a full map wipe while keeping settings and accounts

This is the standard world reset for the current server name. You are deleting the world save only, not the config set and not the separate accounts database. On the next start the server finds no save for that name and generates a fresh world from the settings you already have.

Saves/
└── Multiplayer/
    └── servertest/
        ├── map/
        ├── chunkdata/
        ├── zpop/
        ├── players.db
        └── map_worldgen.bin

Windows

  1. Tell players the server is going down and that a world wipe will also remove their current characters for this server name.
  2. Use /save, then /quit, and wait for the process to stop fully.
  3. Back up Zomboid/Saves/Multiplayer/servertest.
  4. Delete Zomboid/Saves/Multiplayer/servertest.
  5. If you also want a different world seed, edit servertest.ini and change Seed=, then make sure map_worldgen.bin is gone with the save. The seed only takes effect once that file has been removed.
  6. Start the server again.

Linux

After the server has stopped, a simple backup-and-wipe sequence looks like this:

tar -czf ~/pz-backups/servertest-$(date +%F-%H%M).tar.gz -C ~/Zomboid/Saves/Multiplayer servertest
rm -rf ~/Zomboid/Saves/Multiplayer/servertest

Then start the server with the same -servername as before. If you run several instances, double-check the name first: deleting the wrong folder is the most common reason a reset seems to fail.

Rented panel or file manager

  1. Stop the server from the panel.
  2. Open the file manager for the server files.
  3. Back up or download the current Saves/Multiplayer/servertest folder.
  4. Delete that folder only.
  5. Start the server again.

What regenerates: terrain state, buildings, container contents, loot, zombie population and the character database inside the save. What stays: your servertest.ini settings reference values, Sandbox settings, spawn files, mods list and the separate accounts database in Zomboid/db. Tell players to expect a clean world, new characters, a short first-start delay while the fresh save is created, and possible stale minimap data if they reconnect on the same address.

Or start a new season under a new server name

The gentlest “wipe” deletes nothing. Start the server with a new -servername, for example -servername season2, and it creates a brand-new set of files: season2.ini, season2_SandboxVars.lua, a new save folder and a new accounts database. The old world stays on disk exactly as it was. Plan for two things: copy your old servertest.ini and SandboxVars to the new names first if you want the same rules, and on a whitelisted server re-create the accounts, because the new name starts with an empty list.

Character wipe only: delete players.db or change ResetID?

Both force new characters, but they work differently. Deleting players.db removes every character record from the current save. Changing ResetID marks the server as soft-reset: when a player’s client no longer matches the ID, the game makes them create a new character.

ResetID=863866116

Why ResetID is the softer lever

ResetID is one line in servertest.ini, so changing it touches no world files at all. Stop the server, change the number, start it again. If you change your mind, put the old number back from your backup copy of the ini. That reversibility is why it is the gentler tool when the aim is “everyone starts fresh” rather than “erase the old characters”.

You’ll know it worked when the first player to join is sent to character creation. Note the old and new values somewhere safe, along with ServerPlayerID: losing track of them by accident is how servers force a reroll nobody asked for.

When deleting players.db makes sense

Delete players.db (with the server stopped) if you want a hard character wipe inside the current world save and you do not want the old character records hanging around. That is more destructive. It still does not touch the accounts database in Zomboid/db, so usernames, passwords and whitelist records remain unless you wipe those separately.

Avoid relying on -Dsoftreset for this. It is meant to force a soft reset, but it does not work on current stable builds. If you want a controlled character reset, edit ResetID or delete players.db deliberately instead.

How to reset one town or a few coordinates

An area reset is the best answer when only part of the map is ruined. The key is understanding that Build 42 stores the same area in separate companion folders for world layout, loot and zombie population. If you delete only one part, the server rebuilds one layer while keeping the others, which is why people end up with fresh buildings but old empty containers, or reset streets with stale zombie data.

An area reset touches three folders
Build 42 save: Saves/Multiplayer/servertest
map/
Terrain, buildings and world layout
Same coordinates
chunkdata/
Container contents and loot
Same coordinates
zpop/
Zombie population
Same coordinates
Finding the coordinates
  • Open map.projectzomboid.com and turn on the grid overlay
  • The numbers in each grid square match the file names
  • Build 41 keeps loose map_X_Y.bin style files in the save folder instead
Delete only one folder’s files and the area comes back half old, half new.
Delete the same coordinates from all three folders, with the server stopped and the save backed up.

Build 42 save layout

Inside Zomboid/Saves/Multiplayer/servertest, the area files are split across:

  • map/ for terrain, buildings and world layout
  • chunkdata/ for container contents and loot state
  • zpop/ for zombie population state

To reset a location, open the official interactive map at map.projectzomboid.com and turn on the grid overlay. The numbers shown in the corner of each grid square match the coordinates in the save’s file names. Note the squares that cover the area, then delete the files for those coordinates from all three folders. Stop the server first and back up the whole save before you touch anything.

Build 41 save layout

Build 41 keeps loose files directly in the save folder, typically named like map_X_Y.bin, chunkdata_X_Y.bin and zpop_X_Y.bin. The same rule applies: remove the matching coordinate files together, not just one set.

What players will see

The next time a player walks into that area, the server regenerates it fresh. That means untouched loot, reset zombies and default world state for those coordinates. Any base, stash, barricade or container change inside the wiped area is gone, because those were part of the state you just removed. The rest of the map is unaffected.

The trade-off is precision: the wider world survives, but everything inside the chosen squares must be disposable. Check with your players for bases in the area first. If the result looks half-regenerated or strange, restore the backup rather than patching one more file by hand.

Why players can still see the old map after a wipe

Project Zomboid clients keep downloaded map data per server under a folder named from the server address and port, in the format ip_port_hash. If you wipe the server world but keep the same public IP and port, some players can reconnect and still see explored old-world shapes on the minimap or map screen. That data is client-side cache, not proof that the server is still running the old save.

The fix is simple:

  • Player-side fix: have players move or rename the matching ip_port map cache folder in their local Zomboid/Saves directory, then reconnect.
  • Server-side workaround: change the game port so the client creates a new cache folder for what it sees as a different server address.

Players lose their explored-map memory for that server, which is exactly what you want after a clean wipe. Put this in your wipe announcement so nobody reports the old map as a bug.

Mods, build changes and the best time to wipe

A wipe is the cleanest moment to change the server’s mod stack. If you want to add or remove map mods, or remove item mods that already placed items or tiles into the world, doing it alongside a new world avoids carrying old references forward into a fresh season. If you are adjusting Workshop IDs, map order or mod IDs, use the Workshop and map mods guide before you bring players back in.

For map mods in particular, the order in Map= matters, and the default Muldraugh, KY goes last. That is because later map entries overwrite earlier ones where they intersect. A wipe is the point where you can correct that cleanly instead of trying to layer changes onto an already-lived-in save.

Build changes are even stricter. Build 41 saves are not compatible with Build 42, so a fresh world is not optional for that jump. If you are planning the branch move, follow the Build 42 migration guide and make sure the server and every client are on the same build before you open again.

Before you wipe everything, use this reset decision checklist

The heavy reset is rarely the one you need. Match your real problem to the lightest fix:

If your real problem is… Use this first Why this is enough Why not jump straight to full reinstall
New season, but you may want the old world later New -servername It creates a fresh world and separate config set while preserving the old season intact on disk Reinstalling throws away rollback options and forces you to rebuild settings, mods and access from scratch
The world is over-looted or broken, but rules and whitelist are fine Delete the current save folder only The server regenerates the map with the same settings and same accounts database A reinstall solves nothing extra here
Players need fresh characters, but the map should remain Change ResetID It forces new characters without deleting world state Deleting the whole save would destroy a perfectly good map
Only one town or region is the issue Area reset You only regenerate the affected coordinates and keep the rest of the world alive Whole-world wipes punish every player for a local problem
Your install, config and mods all need rebuilding from zero Full reinstall This is the one case where the heavy option matches the problem At least back up first so you can recover settings, access or the old season if needed

If your current setup makes file access, branch changes or restores awkward, a wipe is also a natural moment to move. Our Project Zomboid server hosting comparison covers which hosts give you full file access and solid backups.

Thinking about a cleaner setup for seasonal wipes?

If your panel makes backups, branch changes or file access harder than they need to be, it may be worth comparing hosts before the next reset cycle. A straightforward file manager and easy reinstall options save time when you are rotating worlds.

Compare the best Project Zomboid server hosts

Symptoms after a wipe: likely cause and first fix

These are the failures that show up most often after a reset. Start with the first fix before you assume the world is unrecoverable.

Symptom Likely cause First fix
Players keep their old characters after a “wipe” players.db was kept, or ResetID was unchanged For a hard wipe, remove the save folder or players.db; for a softer reroll, change ResetID and restart
Players say the old map still shows on the minimap Client-side ip_port map cache from the old world Have them move or rename that local cache folder, or bring the reset up on a different port
One area regenerated, but containers are still old or empty Only the map files were deleted; matching chunkdata and possibly zpop remained Restore the backup, then delete matching coordinates from all required file sets together
The server starts and the “old world” is still there You deleted the wrong server-name folder, or the startup script is using a different -servername Check the launch command and remove the save for the active server name, not a different one
Seed changed in the ini, but the map looks the same map_worldgen.bin from the old save was still present Delete the save folder, or at minimum remove map_worldgen.bin when changing Seed=
Players cannot log in after the reset The accounts database in Zomboid/db was also removed, or whitelist rules no longer match your setup Restore the db backup or recreate access using your admin and whitelist guide
The world is fresh, but spawn rules or sandbox values are wrong The wrong config set is active, or the expected SandboxVars file was not copied back Check the active server name and restore the correct servertest_SandboxVars.lua; remember sandbox changes need a restart
Modded areas or items are missing after the wipe The mod list changed, the map order changed, or a required mod failed to load Check the current mod config and server-console.txt, then correct the load order or missing entries before players continue

Project Zomboid server FAQ

Does wiping the map delete player accounts?

Not if you only delete the multiplayer save folder. Player accounts, passwords and whitelist records live in Zomboid/db, separately from the world save. What a map wipe does remove is the current character data, because players.db sits inside the world save.

How do I reset just one town?

Stop the server, back up the whole save, find the town’s grid coordinates on the interactive map, and delete the matching files for that area. On Build 42, remove the matching files from map, chunkdata and zpop; on Build 41, remove the matching loose files in the save folder. When a player next walks in, that area regenerates fresh.

Will players keep their characters after a wipe?

After a full map wipe of the current save folder, no: the characters are gone with players.db. If you only start a new season under a different -servername, the old characters still exist under the old server name but do not carry into the new one. If you only change ResetID, players must make new characters even though the old map remains.

Why can players still see the old map after a reset?

Because the explored map data can be stored locally by the client under a folder named from the server IP and port. If the server comes back on the same address, the client can keep showing stale map exploration until that cache is moved, renamed or replaced by using a new port. The server world can be fully fresh while the client map is still old.

Do I need to reinstall the server to wipe it?

No, not for most cases. Deleting the correct save folder is enough for a fresh world, and changing ResetID is enough for a soft character reset. Reinstall only when you want to remove the entire setup as well, including config, mods and database files.

More Project Zomboid server guides

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

Written for Build 42 stable (42.21), with Build 41 differences noted. Swap servertest for your own -servername if you use one.

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