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BlogTutorialsProject Zomboid Admin Commands for Build 42: The Current List
Project Zomboid Build 42 admin commands reference
Tutorials

Project Zomboid Admin Commands for Build 42: The Current List

The admin command list as it actually stands on Build 42.20 — becoming admin, the seven access levels, the console-vs-chat slash rule, daily-use commands by job, and the B42 changes (capabilities, new item IDs) older lists miss.

August 28, 20265 min read
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Most Project Zomboid admin-command lists online predate Build 42 — they're not so much wrong as unlabelled about what changed. This is the current list as of Build 42.20, with the B42-specific changes (access levels, the new capability system, item IDs) called out where they bite.

Becoming admin in the first place

Three routes, in order of how often they're used:

  1. The built-in admin account. A dedicated server started with -adminpassword <password> creates an account literally named admin on first boot. Log in with username admin and that password and you have full powers. (Managed hosts generate this for you — check your panel's connection details.)
  2. Promote a normal account from the server console: setaccesslevel "TheirUsername" "admin" — no slash when typed at the console (or a hosting panel's console tab, which is the same thing).
  3. Promote from in-game (requires already being admin/moderator): /setaccesslevel "TheirUsername" "admin" — same command, with the slash, in chat.

That slash rule is general: console commands take no slash; the same commands in in-game chat do.

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Access levels in Build 42

setaccesslevel accepts exactly these values: admin, moderator, gm, observer, priority, user, banned. To strip someone's powers, set them back to user.

B42 changed what sits underneath those roles: individual admin actions are now gated by named capabilities (the 42.16 changelog talks about entries like Capability.ChangeAccessLevel) rather than one hardcoded per-role list. In practice the seven roles behave as you'd expect — admin can do everything, moderator most player-management, observer looks but doesn't touch — but if a mod or future patch surfaces capability configuration, that's what it's referring to.

The commands that get daily use

Player management

CommandWhat it does
playersList everyone currently connected
kickuser "name"Disconnect a player
banuser "name"Ban by account (add -ip to also ban the IP)
banid <SteamID> / unbanid <SteamID>Ban/unban by Steam ID
unbanuser "name"Lift an account ban
voiceban "name"Block a player's voice chat
teleport "you" "them"Teleport a player to another player
teleportto x,y,zTeleport yourself to coordinates

Communication and server ops

CommandWhat it does
servermsg "text"Broadcast to every connected player — the restart-warning workhorse
saveWrite the world to disk now
quitSave and shut down cleanly — the only right way to stop a server
reloadoptionsRe-read server options — but note most servertest.ini changes still need a full restart to apply
showoptionsPrint current server options
changeoption Name "value"Change a server option live (same restart caveat)
adduser "name" "pw"Add an account on a whitelisted server
releasesafehouseRelease the safehouse you're standing in

World and events

CommandWhat it does
chopperTrigger the helicopter event
gunshotFire a distant gunshot (zombie bait)
alarmSound a building alarm (stand in a room)
startrain / stoprainWeather control
createhorde <count>Spawn a horde near you
removezombiesClear zombies in the area

Your character

CommandWhat it does
godmodToggle invulnerability (yes, "godmod" — no e)
invisibleZombies ignore you
noclipWalk through walls
additem "Module.Item" <count>Spawn items — see the B42 warning below

The B42 catches

  • additem IDs changed for new content. Build 42's crafting overhaul added items (stone tools, metalworking materials, animal products) under module paths that don't exist in any B41 reference — an old item-ID cheat sheet will error on exactly the items B42 added. When an ID fails, check against a current 42.x item list rather than assuming the command broke.
  • Most settings still want a restart. changeoption and reloadoptions exist, but the reliable rule on 42.x remains: stop, edit servertest.ini, start. Which keys matter is covered in every B42 server setting explained.
  • The in-game admin panel does more in B42. The rebuilt server management UI covers a lot of what used to be command-only (item spawning, sandbox tweaks, player management) — commands remain fastest for scripting, scheduling and console use, which is why servermsg and save are the two you'll automate first (for example, warning players before a mod-update restart).

Frequently Asked Questions

Do these commands work from a hosting panel's console? Yes — a panel console is the server console, so no slash. players, servermsg, setaccesslevel all work as written there.

How do I make someone admin without giving them the admin password? setaccesslevel "TheirUsername" "admin" from the console promotes their own account — the shared-password admin login never has to leave your hands. Set them back to user any time.

What's the difference between banuser and banid? banuser bans the in-game account (optionally its IP with -ip); banid bans the Steam ID, which survives account renames. For anyone genuinely unwelcome, ban the Steam ID.

Can I schedule commands? Not in the base game — scheduling comes from the layer above: a cron/script on self-hosted boxes, or a panel scheduler on managed hosting, chaining servermsg warnings into saves and restarts.


If you'd rather the routine parts run themselves — nightly restart with the servermsg warning already chained, backups on a schedule, console in the browser — that's the default setup on our Project Zomboid server hosting.

You've just read the manual. We do it in 60 seconds.

The same Build 42 dedicated server, already installed: ports open, admin account set, servertest.ini editable from the panel. From $14.99/mo, online in 60 seconds.

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Or see plans, specs and regions on Project Zomboid server hosting.

#Project zomboid#Server Setup#Multiplayer

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