Transcript
The full narration, chapter by chapter. Click a time to play the video from there.
Intro
Want to mod your Project Zomboid server? The picks matter, but the setup matters more. Here's how to do both.
Two IDs per mod
Every mod has two IDs. The Workshop ID goes in WorkshopItems. The Mod ID goes in Mods. Both lists live in your server's ini file, and the Mods line has to follow dependency order.
The same set
And every player needs the exact same set. If a client is missing a mod, or has a different version, they get stuck on the loading screen.
Quality of life
Start with quality of life. Common Sense lets you use the world the way you'd expect, and the inventory and sorting mods save hours on long runs.
Vehicles & weapons
Then vehicles and weapons: Filibuster Rhymes' Used Cars adds tons of new vehicles, and Brita's Weapon Pack adds a huge weapon and armor expansion.
Content
For content, Authentic Z adds clothing variety, Expanded Helicopter Events adds danger, and map mods add whole new towns.
Building the list
Build the list slowly. Start with a small core, check that players can join, then add a few mods at a time. And a big mod list needs more RAM.
Recap
Quick recap: two IDs per mod, the right order, the same set for everyone. Project Zomboid hosting at esagames.ro.


