Fix Project Zomboid Server Not Showing / Can't Connect
server not showingcan't connectmods out of syncProject Zomboid connection trouble is almost always ports, the public setting, or a mod mismatch. Here's how to make the server reachable and keep mods in sync.
Open the ports
PZ uses a UDP range. Open/forward these to the server:
16261/udp default port
16262-16272/udp extra ports (one per player on some setups)
Set it public (or just join by IP)
To list in the public browser, set Public=true in the server config. For a private/friends server, skip the browser and connect directly — more reliable anyway:
# servertest.ini
Public=true
PublicName=My PZ Server
DefaultPort=16261
To join directly: Project Zomboid → Join → Favorites/Add → enter server-ip and port 16261.
Mods must match — in the same order
A mod mismatch stops players joining. The server's WorkshopItems and Mods lists must match what clients subscribe to, in the same order:
WorkshopItems=2392709985;2200148440
Mods=tsarslib;ModManager
When a mod updates, restart the server so it pulls the new version — otherwise players on the new version can't join the old server.
Open 16261/udp, set Public or join by IP, and keep WorkshopItems + Mods matching the clients in the same order.
The WorkshopItems vs Mods gotcha
These two lines do different jobs and both must be right. WorkshopItems lists the Steam Workshop IDs to download; Mods lists the internal mod names to actually load. A mod can download (WorkshopItems correct) yet never activate because its name is missing or misspelled in Mods — and some Workshop items contain multiple mods with several names. Check the mod's Workshop page for the exact Mod ID string to put in the Mods line.
Why a PZ server isn't showing even with Public=true
- The server needs a few minutes after boot to register with the public browser.
- A firewall on the server OS blocking the UDP range even though the router forwards it.
- Behind CGNAT there is no way to accept inbound connections — see our port forwarding guide.
- A crashed mod on startup can stop the server finishing its boot and ever listing.
How to prevent Project Zomboid connection and mod problems
Change one mod at a time and test joining after each, so a mismatch is easy to trace. Keep a backup of servertest.ini before editing the mod lists, and always restart the server after any mod update rather than leaving it running on the old version.
Related Project Zomboid guides
For mod recommendations, see best Project Zomboid mods. If ports look correct but players still time out, revisit how to port forward a game server and "Connection timed out" joining a game server. Our Project Zomboid hosting opens these ports for you.
Project Zomboid is a trademark of The Indie Stone. ESAGAMES is an independent hosting provider, not affiliated with or endorsed by The Indie Stone.
PZ hosting with easy mods
Our Project Zomboid hosting syncs Workshop mods and opens the ports for you, protected in Frankfurt.
Frequently asked questions
What ports does a Project Zomboid server use?
UDP 16261 by default, plus a small range above it (16262+) on some setups. They must be open and forwarded for players to connect.
Why can't players join my modded PZ server?
Usually a mod mismatch. The server's WorkshopItems and Mods lists must match what players subscribe to, in the same order. Restart the server after any mod update.
How do I join a Project Zomboid server by IP?
On the Join screen, add a server with the IP and port 16261. Direct connect is more reliable than the public browser, which can be slow to list servers.
What's the difference between WorkshopItems and Mods in the config?
WorkshopItems lists the Steam Workshop IDs to download; Mods lists the internal mod names to load. Both must be correct — a mod can download but fail to activate if its name is wrong or missing in the Mods line.
Why does a mod download but not actually work on my PZ server?
Almost always the mod name is missing or misspelled in the Mods line, even though its Workshop ID is in WorkshopItems. Check the mod's Workshop page for the exact Mod ID to use in the Mods list.
How many extra ports do I need to open for Project Zomboid?
On some setups PZ uses one UDP port per connected player starting at 16262, so opening a small range (16262-16272) covers a typical friends server. Match the range to your expected player count.
Does the server list update instantly after I set Public=true?
No — allow a few minutes after boot for it to register. If it still doesn't appear with ports confirmed open, treat it as a firewall or CGNAT issue rather than waiting longer.
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