Instant Deploy
DDoS Protected
9 Global Regions
Connect Hosting logo
BeamMPBlogHelpSupport
Sign inGet Started
Games
BeamMPMinecraftRustPalworldProject Zomboid
BeamMP
Blog
Help
Support
Sign inGet Started
99% Uptime target
Instant Deploy
DDoS Protected
Global Network
Connect Hosting logo

High-performance game server hosting across nine global regions. Enterprise hardware, 480 Gbps DDoS protection, and support that actually answers.

Product

  • Game Servers
  • BeamMP
  • Minecraft
  • Palworld
  • Project Zomboid
  • London, UK
  • Ashburn, US East
  • Frankfurt, EU

Support

  • Help Center
  • Blog
  • Contact Us
  • Status

Legal

  • Terms of Service
  • Privacy Policy
  • Cookie Policy

© 2026 Connect Hosting. All rights reserved.

Powered by
Stripe·Pterodactyl·AWS
BlogTutorialsEvery B42 Server Setting That Matters: servertest.ini & SandboxVars
Project Zomboid B42 servertest.ini settings walkthrough
Tutorials

Every B42 Server Setting That Matters: servertest.ini & SandboxVars

The practical walkthrough of the ~20 keys admins actually change — identity, PvP, PauseEmpty, backups, mods — plus the SandboxVars world rules, the stop-edit-start rule, and which choices are world-permanent.

August 28, 20265 min read
Share:
Share

On This Page

Everything your Build 42 server is — name, password, PvP, difficulty, mods — lives in two files: servertest.ini (server behaviour) and servertest_SandboxVars.lua (world rules). This is the practical walkthrough of the keys admins actually change, current as of Build 42.20, and the handful of traps around editing them.

Where the files live, and the golden rule

With default -cachedir and -servername:

~/Zomboid/Server/servertest.ini
~/Zomboid/Server/servertest_SandboxVars.lua

Golden rule: edit with the server stopped. The server reads config at boot and can rewrite files on shutdown — an edit made while it runs can be silently lost. Stop, edit, start. (First boot generates both files with defaults — if you don't see them, the server hasn't completed a first run; see the setup guide.)

Identity & access

PublicName=Our Thursday Night Server PublicDescription=Vanilla-ish, PVE, EU evenings. Public=true Password= MaxPlayers=16 Open=true
  • Public=true lists you in the in-game browser; false means direct-connect only (players use IP:16261).
  • Password gates joining — the standard friends-server combo is Public=false + a password shared in Discord.
  • Open=true auto-creates accounts on join. Open=false = whitelist mode: only accounts you create (/adduser from the console) get in. The strongest griefer defence there is.
  • MaxPlayers: set what your RAM supports — the honest table is in the RAM guide.

The rules of engagement

PVP=false SafetySystem=true PauseEmpty=true
  • PVP=false makes the server PVE outright. With PVP on, SafetySystem gives players a toggleable protection state so ganking requires mutual opt-in.
  • PauseEmpty=true freezes the world when the last player leaves — zombies don't migrate, food doesn't rot, generators don't burn fuel at 4am. Keep it on for private servers; 24/7 community servers turn it off deliberately, accepting the cost described in lag and desync fixes.

Persistence & safety nets

SaveWorldEveryMinutes=0 BackupsCount=5 BackupsOnStart=true BackupsOnVersionChange=true
  • Periodic world saves plus the server's own rolling backups (count and triggers above). BackupsOnVersionChange has earned its keep every B42 patch day.
  • These are local backups on the same disk — they don't survive the disk. Off-machine copies of the save + config files remain your job (or your host's).

Mods

WorkshopItems=2857548524;2200148440 Mods=tsarslib;Brita

Two lists, semicolon-separated, numeric Workshop IDs in one and Mod IDs in the other, dependencies first. The traps are numerous enough to have their own guides: mods not loading and load order.

Anti-cheat & integrity

B42 retains server-side anti-cheat protections and Lua integrity checking (DoLuaChecksum=true) — defaults are sensible; the occasional legitimate reason to touch them is a mod conflicting with a specific protection type, and the mod's page will say so explicitly. Loosen the specific protection a trusted mod requires, never the whole system: on a public server these settings are what stand between you and item-spawning visitors.

The other file: SandboxVars

servertest_SandboxVars.lua holds the world rules — the same options as single-player sandbox: XP multipliers, loot rarity, zombie population/senses/speed, day length, water/electricity shutoff, and B42's animal-population dials. Two notes:

  • It's Lua, not ini — different syntax, same stop-edit-start rule.
  • Some choices are world-permanent: population and loot settings bake into already-generated map areas. Change them before launch, not week three; a mid-life change applies unevenly between visited and unvisited cells.

A vanilla-plus baseline that most groups land near: slower XP than solo (the group compensates), loot slightly rarer, population default, day length 2–3 hours real-time.

Loot respawn and corpse cleanup: the keys that keep old worlds alive

Two ini decisions quietly determine whether your world is still pleasant in month three:

HoursForLootRespawn=0 MaxItemsForLootRespawn=4 HoursForCorpseRemoval=216
  • HoursForLootRespawn=0 (never) is the purist default and the correct choice for short-lived hardcore worlds. For a persistent community server it slowly starves the map — every building eventually looted, new joiners finding nothing. A respawn window of several in-game days, paired with MaxItemsForLootRespawn so stockpiled containers don't refill, keeps the map livable without breaking scarcity.
  • HoursForCorpseRemoval matters twice: atmosphere and performance — thousands of persistent corpses around a base are exactly the kind of tracked world state the lag guide warns about.

Decide both at launch and say so in your server description — "loot respawns weekly" is a feature statement players care about.

A starter ini for a friends server

The complete diff from defaults most private groups actually want:

PublicName=Our Server Public=false Password=ask-in-discord Open=true MaxPlayers=12 PVP=false PauseEmpty=true BackupsOnStart=true BackupsOnVersionChange=true

Everything else can stay default until the group has opinions. Public community servers differ on the obvious lines (Public=true, Open policy, PVP posture) and should read the anti-cheat section above before opening the doors.

Frequently Asked Questions

Why do my setting changes not apply?

Almost always: edited while the server was running. Stop the server, edit, start. Second suspects: edited the wrong profile's file (a custom -servername means differently-named files) or the wrong -cachedir.

What's the difference between servertest.ini and SandboxVars.lua?

The ini is the server — identity, ports, players, mods, backups. SandboxVars is the world — difficulty, loot, zombies, XP. Rule of thumb: if a single-player sandbox screen could set it, it's SandboxVars.

Can I rename servertest to something else?

Yes — run with -servername myserver and the server uses myserver.ini + myserver_SandboxVars.lua and a matching save folder. Players never see the profile name (they see PublicName), so most admins keep the default.

Which settings can't be changed after the world exists?

World-generation-adjacent sandbox choices — population baselines, loot rarity — bake into generated cells. You can change them later but the world applies them inconsistently. Decide those at launch; identity/access/mods keys in the ini are freely changeable forever.


Our Project Zomboid hosting exposes both files with the server-state guard handled — and takes a backup before every config save, so week-three experiments stay reversible.

Skip the setup headache

Get a server running in under 60 seconds.

Configure Server

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

#Project zomboid#Configuration#Server Setup

Related Help Articles

Need step-by-step instructions? Check out these guides in our Help Center.

  • BeamMP Server Configuration
  • Server Templates
  • Connect to Your Server
  • Getting Started with BeamMP

On this page

Related Articles

Project Zomboid Build 42 dedicated server setup guide
Tutorials

How to Run a Project Zomboid Build 42 Dedicated Server on Linux (2026)

The complete, current guide to running a B42 dedicated server — SteamCMD install, servername and cachedir explained, first boot, servertest.ini, both UDP ports, admin and whitelist, and the habits that keep it alive.

Aug 28, 20267 min read
Fixing Workshop mods that fail to load on a Project Zomboid B42 server
Tips & Tricks

B42 Server Not Loading Workshop Mods? The 5 Causes (and Fixes)

The most common Build 42 server problem: mods that won't load. B41-only mods, semicolon syntax, Workshop download stalls, load order and client mismatches — diagnosed in order of likelihood, with a working end-to-end example.

Aug 28, 20267 min read
Diagnosing lag and desync on a Project Zomboid Build 42 server
Tips & Tricks

Project Zomboid B42 Server Lag & Desync: Diagnose It, Then Fix It

B42 lag comes in three flavours with three different fixes. Tell GC stutter from simulation load from one player’s bad Wi-Fi, then apply the right one — including the animal-population dial B41 admins don’t know about.

Aug 28, 20266 min read
Back to Blog