Project Zomboid stores world rules in SandboxVars.lua. The game-serverhosting CustomUI turns its nested Lua values into understandable controls for zombie population, respawn, senses, loot, vehicles, time and survival rules. The curated catalog covers 62 settings across Build 41 and Build 42.

The hosting overview is available under Project Zomboid server hosting. Back up both the world and its server profile before changing Sandbox settings.

Project Zomboid sandbox editor with zombie settings
Project Zomboid sandbox editor with zombie settings

Why the visible fields depend on the build

The editor reads the server's actual SandboxVars.lua and displays only keys present in that file. It therefore does not write a Build 42 key blindly into a Build 41 file. Option labels and available difficulty presets are also read from the installed game version. The full table below is a combined reference; your server may show fewer fields.

Stop the server before saving

Stop the server before applying changes. A running Project Zomboid process can write its loaded settings back during shutdown and overwrite an edit. The active file path ends in {SERVER_NAME}_SandboxVars.lua.

Configure zombie population as one system

The broad zombies setting combines with the detailed multipliers. population_multiplier describes the desired population, population_start_multiplier its initial level and population_peak_multiplier the later peak. population_peak_day controls when that peak is reached.

Respawn is governed by respawn_hours, respawn_unseen_hours and respawn_multiplier. Setting respawn_hours=0 disables regular respawn passes. Change these values as a group and observe several in-game days before adjusting them again.

Difficulty, senses and day length

Zombie speed, strength, toughness, memory, sight and hearing can shape encounters more strongly than a single population value. Random options intentionally create mixed zombies. day_length controls the real duration of a full in-game day, which indirectly changes progression, resource consumption and the pace of timed events.

Existing worlds may react differently from newly generated worlds. Test a backed-up copy or change only a few connected settings at a time. Mods can add their own Sandbox blocks; the editor may discover additional vanilla or mod values from the active file.

All 62 curated settings

The reference is collapsed by default. Each row gives the path in SandboxVars.lua, valid options or numeric ranges and the setting's effect. A dash in the default column means the editor keeps the value from the current file rather than imposing a universal default.

All 62 curated Sandbox settings
  • File: .cache/Server/{SERVER_NAME}_SandboxVars.lua
Key Panel label Type and accepted values Default Effect / note UI restart status
zombies Zombie count Selection · 1 = Insane, 2 = Very high, 3 = High, 4 = Normal, 5 = Low, 6 = None Overall population density. The advanced multipliers below allow finer control. File path by build: Zombies. restart required
distribution Zombie distribution Selection · 1 = Urban focused, 2 = Uniform Urban focused concentrates zombies in built-up areas; uniform spreads them across the map. File path by build: Distribution. restart required
zombie_respawn_mode Zombie respawn Selection · 1 = High, 2 = Normal, 3 = Low, 4 = Off Build 42 base setting for zombie respawning. File path by build: ZombieRespawn. restart required
population_multiplier Population multiplier Number · 0 to 4 · step 0.05 Fine-grained desired zombie population. 0 disables zombies. File path by build: ZombieConfig.PopulationMultiplier. restart required
population_start_multiplier Population at world start Number · 0 to 4 · step 0.05 Multiplier on the first day relative to the desired population. File path by build: ZombieConfig.PopulationStartMultiplier. restart required
population_peak_multiplier Population at peak Number · 0 to 4 · step 0.05 Multiplier reached by the world on peak day. File path by build: ZombieConfig.PopulationPeakMultiplier. restart required
population_peak_day Population peak day Integer · 1 to 365 In-game day on which peak population is reached. File path by build: ZombieConfig.PopulationPeakDay. restart required
respawn_hours Respawn interval (hours) Number · 0 to 8760 · step 1 0 disables respawn. Otherwise the time between respawn passes. File path by build: ZombieConfig.RespawnHours. restart required
respawn_unseen_hours Unseen before respawn (hours) Number · 0 to 8760 · step 1 A region must remain unseen for this long before zombies respawn there. File path by build: ZombieConfig.RespawnUnseenHours. restart required
respawn_multiplier Respawn fraction Number · 0 to 1 · step 0.01 Fraction of desired population per respawn pass, e.g. 0.1 = 10%. File path by build: ZombieConfig.RespawnMultiplier. restart required
redistribute_hours Redistribution (hours) Number · 0 to 8760 · step 1 Time before zombies move into empty parts of the same cell. 0 disables redistribution. File path by build: ZombieConfig.RedistributeHours. restart required
rally_group_size Rally group size Integer · 0 to 1000 0 prevents idle zombies from forming groups. File path by build: ZombieConfig.RallyGroupSize. restart required
zombie_speed Speed Selection · 1 = Sprinters, 2 = Fast shamblers, 3 = Shamblers, 4 = Random Zombie movement speed. File path by build: ZombieLore.Speed. restart required
zombie_strength Strength Selection · 1 = Superhuman, 2 = Normal, 3 = Weak, 4 = Random Damage inflicted by each zombie attack. File path by build: ZombieLore.Strength. restart required
zombie_toughness Toughness Selection · 1 = Tough, 2 = Normal, 3 = Fragile, 4 = Random How difficult zombies are to kill. File path by build: ZombieLore.Toughness. restart required
transmission Virus transmission Selection · 1 = Blood + saliva, 2 = Saliva only, 3 = Everyone's infected, 4 = None How the Knox virus spreads. File path by build: ZombieLore.Transmission. restart required
mortality Infection mortality Selection · 1 = Instant, 2 = 0–30 seconds, 3 = 0–1 minute, 4 = 0–12 hours, 5 = 2–3 days, 6 = 1–2 weeks, 7 = Never How quickly an infection becomes fatal. File path by build: ZombieLore.Mortality. restart required
cognition Cognition Selection · 1 = Navigate + use doors, 2 = Navigate, 3 = Basic navigation, 4 = Random Zombie navigation and door abilities. File path by build: ZombieLore.Cognition. restart required
memory Memory Selection · 1 = Long, 2 = Normal, 3 = Short, 4 = None, 5 = Random, 6 = Random: normal to none How long zombies remember players after seeing or hearing them. File path by build: ZombieLore.Memory. restart required
sight Sight Selection · 1 = Eagle, 2 = Normal, 3 = Poor, 4 = Random, 5 = Random: normal to poor Zombie vision radius. File path by build: ZombieLore.Sight. restart required
hearing Hearing Selection · 1 = Pinpoint, 2 = Normal, 3 = Poor, 4 = Random, 5 = Random: normal to poor Zombie hearing radius. File path by build: ZombieLore.Hearing. restart required
active_only Active time Selection · 1 = Day and night, 2 = Night, 3 = Day Inactive zombies are slower and less likely to give chase. File path by build: ZombieLore.ActiveOnly. restart required
thump_on_construction Attack player constructions Toggle (true/false) Zombies may destroy player-built defences. File path by build: ZombieLore.ThumpOnConstruction. restart required
drag_down Drag down Toggle (true/false) Multiple zombies can drag a player to the ground. File path by build: ZombieLore.ZombiesDragDown. restart required
fence_lunge Fence lunge Toggle (true/false) Zombies may lunge at nearby players after crossing a fence or window. File path by build: ZombieLore.ZombiesFenceLunge. restart required
day_length Day length Selection · 1 = 15 minutes, 2 = 30 minutes, 3 = 1 hour, 4 = 1.5 hours, 5 = 2 hours, 6 = 3 hours, 7 = 4 hours, 8 = 5 hours, 9 = 6 hours, 10 = 7 hours, 11 = 8 hours, 12 = 9 hours, 13 = 10 hours, 14 = 11 hours, 15 = 12 hours, 16 = 13 hours, 17 = 14 hours, 18 = 15 hours, 19 = 16 hours, 20 = 17 hours, 21 = 18 hours, 22 = 19 hours, 23 = 20 hours, 24 = 21 hours, 25 = 22 hours, 26 = 23 hours, 27 = Real-time Real-time duration of a full in-game day. File path by build: DayLength. restart required
water_shut Water shutoff Selection · 1 = Instant, 2 = 0–30 days, 3 = 0–2 months, 4 = 0–6 months, 5 = 0–1 year, 6 = 0–5 years, 7 = 2–6 months, 8 = 6–12 months, 9 = Disabled Window after which plumbing water shuts off. File path by build: WaterShut. restart required
electricity_shut Electricity shutoff Selection · 1 = Instant, 2 = 0–30 days, 3 = 0–2 months, 4 = 0–6 months, 5 = 0–1 year, 6 = 0–5 years, 7 = 2–6 months, 8 = 6–12 months, 9 = Disabled Window after which grid electricity shuts off. File path by build: ElecShut. restart required
temperature Temperature Selection · 1 = Very low, 2 = Low, 3 = Normal, 4 = High, 5 = Very high Global world temperature. File path by build: Temperature. restart required
rain Rain Selection · 1 = Very dry, 2 = Dry, 3 = Normal, 4 = Rainy, 5 = Very rainy How frequently it rains. File path by build: Rain. restart required
erosion_speed Erosion speed Selection · 1 = Very fast, 2 = Fast, 3 = Normal, 4 = Slow, 5 = Very slow How quickly grass, vines and new trees reclaim the world. File path by build: ErosionSpeed. restart required
nature_abundance Nature's abundance Selection · 1 = Very low, 2 = Low, 3 = Normal, 4 = High, 5 = Very high Abundance of fish and forage resources. File path by build: NatureAbundance. restart required
food_rot_speed Food spoilage Selection · 1 = Very fast, 2 = Fast, 3 = Normal, 4 = Slow, 5 = Very slow How quickly food spoils. File path by build: FoodRotSpeed. restart required
fridge_factor Refrigeration effectiveness Selection · 1 = Very low, 2 = Low, 3 = Normal, 4 = High, 5 = Very high, 6 = No decay How effectively refrigeration slows spoilage. File path by build: FridgeFactor. restart required
helicopter Helicopter event Selection · 1 = Never, 2 = Once, 3 = Sometimes, 4 = Often How regularly the helicopter attracts zombies. File path by build: Helicopter. restart required
meta_event Meta events Selection · 1 = Never, 2 = Sometimes, 3 = Often Frequency of distant gunshots and other zombie-attracting sounds. File path by build: MetaEvent. restart required
food_loot Perishable food FoodLootNew: Number · 0 to 4 · step 0.1 · FoodLoot: Selection · 1 = Extremely rare, 2 = Rare, 3 = Normal, 4 = Common Abundance of perishable food. File path by build: FoodLootNew or FoodLoot. restart required
medical_loot Medical MedicalLootNew: Number · 0 to 4 · step 0.1 · MedicalLoot: Selection · 1 = Extremely rare, 2 = Rare, 3 = Normal, 4 = Common Abundance of medicine and first-aid supplies. File path by build: MedicalLootNew or MedicalLoot. restart required
survival_loot Survival gear SurvivalGearsLootNew: Number · 0 to 4 · step 0.1 · SurvivalGearsLoot: Selection · 1 = Extremely rare, 2 = Rare, 3 = Normal, 4 = Common Abundance of tools, tents, fishing rods and similar gear. File path by build: SurvivalGearsLootNew or SurvivalGearsLoot. restart required
weapon_loot Melee weapons WeaponLootNew: Number · 0 to 4 · step 0.1 · WeaponLoot: Selection · 1 = Extremely rare, 2 = Rare, 3 = Normal, 4 = Common Abundance of melee weapons. File path by build: WeaponLootNew or WeaponLoot. restart required
ranged_weapon_loot Ranged weapons RangedWeaponLootNew: Number · 0 to 4 · step 0.1 · RangedWeaponLoot: Selection · 1 = Extremely rare, 2 = Rare, 3 = Normal, 4 = Common Abundance of firearms and attachments. File path by build: RangedWeaponLootNew or RangedWeaponLoot. restart required
ammo_loot Ammunition AmmoLootNew: Number · 0 to 4 · step 0.1 · AmmoLoot: Selection · 1 = Extremely rare, 2 = Rare, 3 = Normal, 4 = Common Abundance of loose ammunition, magazines and ammo boxes. File path by build: AmmoLootNew or AmmoLoot. restart required
xp_multiplier Global XP multiplier MultiplierConfig.Global: Number · 0 to 1000 · step 0.1 · XpMultiplier: Number · 0 to 1000 · step 0.1 Multiplier for experience gain. Build 42 stores this in MultiplierConfig.Global. File path by build: MultiplierConfig.Global or XpMultiplier. restart required
loot_respawn Loot respawn HoursForLootRespawn: Integer · 0 to 2147483647 · LootRespawn: Selection · 1 = Never, 2 = Every day, 3 = Every week, 4 = Every month, 5 = Every 2 months Build 42 uses hours; 0 disables loot respawn. File path by build: HoursForLootRespawn or LootRespawn. restart required
construction_prevents_loot_respawn No loot respawn in player buildings Toggle (true/false) Prevents new loot in barricaded or player-built buildings. File path by build: ConstructionPreventsLootRespawn. restart required
starter_kit Starter kit Toggle (true/false) New characters start with basic supplies. File path by build: StarterKit. restart required
character_free_points Free character points Integer · -100 to 100 Extra points during character creation. File path by build: CharacterFreePoints. restart required
nutrition Nutrition system Toggle (true/false) Nutrition affects character weight and condition. File path by build: Nutrition. restart required
multi_hit Weapon multi-hit Toggle (true/false) Eligible melee weapons may hit several zombies in one swing. File path by build: MultiHitZombies. restart required
rear_vulnerability Rear vulnerability Selection · 1 = Low, 2 = Medium, 3 = High Bite risk when attacked from behind. File path by build: RearVulnerability. restart required
injury_severity Injury severity Selection · 1 = Low, 2 = Normal, 3 = High Impact and healing time of injuries. File path by build: InjurySeverity. restart required
bone_fracture Bone fractures Toggle (true/false) Falls, crashes and zombie attacks may break limbs. File path by build: BoneFracture. restart required
fire_spread Fire spread Toggle (true/false) Started fires may spread to adjacent areas. File path by build: FireSpread. restart required
generator_fuel_consumption Generator fuel per hour Number · 0 to 100 · step 0.05 Fuel consumed by a generator per in-game hour. File path by build: GeneratorFuelConsumption. restart required
allow_exterior_generator Exterior generators Toggle (true/false) Allows generators outdoors, for example to power fuel pumps. File path by build: AllowExteriorGenerator. restart required
enable_vehicles Enable vehicles Toggle (true/false) Vehicles may spawn in the world. File path by build: EnableVehicles. restart required
car_spawn_rate Vehicle spawn rate Selection · 1 = Very low, 2 = Low, 3 = Normal, 4 = High, 5 = Very high How frequently vehicles are found. File path by build: CarSpawnRate. restart required
vehicle_easy_use Easy vehicle use Toggle (true/false) Vehicles do not require keys and are easier to use. File path by build: VehicleEasyUse. restart required
initial_gas Initial vehicle fuel Selection · 1 = Very low, 2 = Low, 3 = Normal, 4 = High, 5 = Very high, 6 = Full How full the tanks of discovered vehicles tend to be. File path by build: InitialGas. restart required
allow_mini_map Allow mini-map Toggle (true/false) Players may use the mini-map. File path by build: Map.AllowMiniMap. restart required
allow_world_map Allow world map Toggle (true/false) Players may open the full world map. File path by build: Map.AllowWorldMap. restart required
map_all_known Reveal full map Toggle (true/false) The world map starts fully revealed for new characters. File path by build: Map.MapAllKnown. restart required

Verify after the restart

Check the server log for Lua or parsing errors first. Join with the same game build and test the changed area. Population and loot changes may not be visible in one location immediately, so record the previous value and judge the result over a suitable period.

FAQ

Why do I not see all 62 settings?

The catalog combines Build 41 and Build 42. The panel shows only paths that exist in your active file.

Can I disable zombie respawn completely?

Yes. In the detailed respawn configuration, respawn_hours=0 disables regular respawn passes. Also review the broad Build 42 respawn setting when it is available.

Which value creates more zombies?

population_multiplier is the main fine-grained value. The start and peak multipliers plus peak day control how the population changes over time. The broad zombie-count setting also remains part of the result.

Must the server really be stopped?

Yes. Saving requires a reliably stopped server so the running game process cannot overwrite the file.

Sources and review date

Reviewed: 8 September 2026. Fields come from the current panel schema and are matched to the active server file at runtime. English game labels are derived from The Indie Stone's official translation repository: