You install Project Zomboid mods on a server through the server.ini: you enter the numeric Steam Workshop IDs under WorkshopItems and the internal mod IDs under Mods, sort dependencies correctly, and restart the server. After that, players automatically download the required Workshop content via Steam when connecting.

Requirements

You need access to your Project Zomboid server's configuration files, ideally with a file editor, restart function, and server logs. With paid multi-game hosting like game-serverhosting, the most important thing is that you save changes in a traceable way, trigger the restart in a controlled manner, and can check logs or give support specific error messages if problems occur.

You also need the mod pages in the official Steam Workshop for Project Zomboid. This source is authoritative for Workshop IDs, descriptions, dependencies, and update notes for the respective Workshop entries. Before installing, always check there whether a mod is described as compatible with your game version and existing mods.

If you first want to set up the server itself, the internal guide on renting and setting up a Project Zomboid server fits. For similar Workshop and mod workflows in other games, the guides on ARK mods via the Steam Workshop and Factorio mods on the server are also helpful.

Installing Steam Workshop Mods

1. Select Mods and Note the IDs

Open the desired mod in the Steam Workshop. The Workshop ID is the number in the URL of the Workshop entry. Also note the internal mod ID. It is often listed in the mod description, installation notes, or in a section like Mod ID.

Important: Workshop ID and mod ID are two different values. The Workshop ID is numeric, while the mod ID is usually a name or technical identifier. Project Zomboid needs both pieces of information so the server can load the Workshop files and activate the correct mod.

2. Edit server.ini

Enter the values in your server.ini. The existing structure stays the same: multiple entries are separated with semicolons.

WorkshopItems=2392987599;2778576730;2169435993
Mods=Arsenal(26)GunFighter;tsarslib;Brita

WorkshopItems contains the Workshop IDs, meaning the numbers from the Steam Workshop URLs. Mods contains the internal mod names. Both lists should match the selected mods you installed and be cleanly separated. If you remove a mod, remove it consistently from both lines so no orphaned entries remain.

3. Check Order and Dependencies

Some mods require other mods. These dependencies must be installed as well. As a rule of thumb:

  1. Libraries first, for example tsarslib
  2. Main mods after that
  3. Patches and compatibility mods last

The exact order depends on the information provided by the respective mod authors. If a Workshop page specifies a certain load order, follow that instruction. If there is no clear information, only change a few mods at a time and test afterwards instead of applying a large mod list without checking it.

Mod IDs vs. Workshop IDs

Field Meaning Example
WorkshopItems Workshop ID, usually a number from the Steam URL 2392987599
Mods Internal mod ID from the mod description Arsenal(26)GunFighter

Both must be maintained correctly. A common source of errors is entering only the Workshop ID. In that case, the server can download files, but the actual mod is not properly activated. Conversely, a mod ID without a Workshop ID is not enough either, because the server then lacks the Workshop source.

Example Mod List from the Initial State

The following table preserves the existing mod examples. Before using them, check in the Steam Workshop whether the entries are still suitable for your server version, game version, and mod combination.

Mod Workshop ID Description
Brita's Weapon Pack 2200148440 Hundreds of weapons
Arsenal GunFighter 2392987599 Weapon animations
Hydrocraft 2778576730 Crafting expansion
Expanded Helicopter 2458631365 More events
Raven Creek 2196102849 New city
Filibuster Rhymes Used Cars 2681635926 More cars

Restart the Server and Check the Result

Save the server.ini and restart the server. Then connect with a client that is logged into Steam. If the mod list is correct, Project Zomboid will request the required Workshop content when connecting or download it automatically.

Afterwards, check three things: the server starts without critical mod errors, the client can join, and the expected content appears in-game. For map mods, you should also check whether the world or spawn configuration matches the mod. In existing worlds, map, vehicle, or loot mods may only become visible in new or not yet explored areas, depending on the mod.

Troubleshooting

The Server Does Not Start After a Mod Change

First check the most recently changed entries in WorkshopItems and Mods. As a test, remove the mod you added most recently, restart, and read the server logs. Common causes are missing dependencies, typos in mod IDs, or a mod that does not match the game version being used.

Players Get Stuck on the Mod Download When Connecting

Have the player fully close and restart Project Zomboid and Steam. Also check whether the mod is still available in the Workshop and whether the Workshop ID was entered correctly. If several players are affected, the issue is more likely in the server list than on a single client.

A Mod Is Not Active Even Though It Is Downloaded

Then the internal mod ID is often wrong or missing. Compare the entry in Mods with the information on the Workshop page. Pay attention to parentheses, capitalization, and special characters, because mod IDs are technical identifiers and do not always match the visible mod title.

There Are Errors in the World After Removing a Mod

Some mods write data into savegames. So do not remove mods from production worlds without checking first. Create a backup beforehand and test the change on a copy or during a maintenance window. Mods that expand maps, vehicles, items, traits, or crafting systems are especially risky.

Checks, Limits, and a Safe Rollback Path

The guide “Install Project Zomboid Mods - Workshop Guide” applies to the server type described in the article and the version state visible at the time of checking. Menu names, available versions, mod or plugin compatibility, and required resources may differ after updates. So do not transfer values to another game, loader, or server version without checking them first.

Before making changes to the world, savegame, configuration, or extensions, create a backup of the affected files. Then change only one related step and test it with the same client and server version you want to play with later.

Checkpoint Expected Result Abort and Rollback
Server start The server reaches the ready-to-run state without a new error message. If startup errors occur, undo the change and restore the latest backup.
Connection test A test account can connect via the address shown in the panel. If version or connection errors occur, compare the version, port, and firewall rules again.
Function test The specifically changed function works without damaging existing world or game data. If side effects occur, stop the server and restore the backed-up files.

A successful individual test is not a performance or availability guarantee. World size, mods, plugins, player count, network route, and simultaneous load can change the result. Document the version, change, and test result so you can trace later deviations.

FAQ

Do Players Have to Install Mods Manually?

Usually, players automatically download the required Workshop mods when connecting, as long as the server configuration is correct and Steam provides the Workshop content. Manual steps may be necessary if local Workshop files are corrupted or Steam does not update the download cleanly.

Is the Workshop ID Alone Enough?

No. For a Project Zomboid server, you normally need the Workshop ID in WorkshopItems and the internal mod ID in Mods. The Workshop ID describes the source, while the mod ID activates the specific content in the game.

Where Do I Find the Correct Mod ID?

The mod ID is usually listed on the respective Steam Workshop page in the description or in the mod author's installation notes. If several mod IDs are listed, check carefully which variant you want to activate.

Can I Install Many Mods at Once?

Technically, a long mod list is possible, but for stable changes, a step-by-step approach is better. Install a few mods, restart the server, test joining, and check the logs. This way, you will find conflicts much faster.

What Should I Do About Mod Conflicts?

Reduce the mod list to a working core and then add mods back individually or in small groups. Pay attention to dependencies, load order notes, and compatibility patches from the mod authors.