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The mods do not match
The most common cause. Project Zomboid requires the client to load the same mods as the server. If the list differs, joining is aborted - often with a message about missing or mismatched mods.
- The client normally downloads the Workshop mods automatically when joining. The first time, that takes a while - patience instead of cancelling.
- If a mod was updated in the Workshop, the server can be stuck on an older version. A server restart pulls in the new version.
- If a player has their own additional mods active, that can also disturb the matching - deactivate them as a test.
On the server side, it is worth looking at the two-key system of WorkshopItems and Mods: if one of the two entries is missing, the server does not load the mod in the first place. See Install mods.
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View plans & pricesWrong branch: Build 41 versus Build 42
Server and client have to run on the same branch. If the server runs on Build 42 and the client still on Build 41 (or vice versa), no connection is established.
Since Build 42 became stable on 29 July 2026, this mainly occurs on Build 41 servers: Steam delivers Build 42 to all players by default, and anyone who wants to join a Build 41 server has to choose the legacy41 branch under "Game Versions & Betas" in the game's properties.
You set the branch in Steam via the properties of the game. Make sure that all players choose the same state - and that the mods in use are available for the chosen build. Details in Switch to Build 42.
The server is running but cannot be found
The Internet browser in Project Zomboid is sluggish and does not reliably list everything. Do not rely on it when testing:
- In the join menu, choose the way via Favorites and enter the address made up of IP and port directly.
- Both values are shown for your server in the web interface.
- If a password is set, it belongs in the corresponding field - not in the address.
For the server to be listed publicly at all, Public has to be active in the configuration and a PublicName has to be set - see servertest.ini explained.
The address: IP and port
With a server that has never worked, it is worth looking at the address before you go through mods and branch - it is the most banal and at the same time most common cause. Every game server with us has a fixed address made up of IP and port; both values are shown for your server in the web interface, and both have to be entered together.
- The Project Zomboid default port
16261only serves as orientation. What counts is always the port that the web interface shows for your server. - By default, the game also uses
16262for player data in addition to the game port. Here, too, the values from the web interface apply, not the defaults from guides. - IP and port belong in their own fields of the favorite entry. A join password goes in its own field, never in the address.
- The RCON port is a different one and has no place in the join dialog - see Set up RCON.
The message that the server is not responding almost always points to exactly this - or to a server that is currently restarting. So wait two minutes and only then check your entries, otherwise you correct something that was not wrong at all. How ports work for game servers in general is explained in Ports & firewall; the complete join process is described in Join a server.
Rejected: password, ban or full server
If the connection is established and ended immediately, that is a deliberate decision of the server:
Passwordis set and does not match.MaxPlayershas been reached.- The player was banned - this can be checked and lifted via the admin commands.
You will find all three values in servertest.ini, the role management in Admin & server commands.
Joining hangs while loading the world
If the loading screen stops, it is usually about maps rather than the network:
- A custom map is missing on the client or is stacked differently than on the server.
- In the
Map=entry, the vanilla map is not last - the order decides where maps overlap. - On the first join on a large map, loading simply takes longer than expected.
The order in which to search
If several causes are possible, a single question saves the most time: does it affect everyone or just one person? The answer immediately halves the search area.
- Nobody gets in any more. Then it is the server. Is it running at all - status in the panel? Was the mod list changed recently, a map added or the branch switched? Has a Workshop update shifted a mod in the background? A restart pulls in updated mods and is therefore the first thing to try. The server's startup messages name every loaded mod - comparing them with your own entry takes seconds.
- Only one person cannot get in. Then it is down to their client or to a decision of the server that only affects them: a different branch, their own additional mods, a wrong join password or a ban. This can be checked via the admin commands; it is fastest to trace by having the person affected deactivate their own mods as a test.
The second signpost is the moment of the abort. Before the loading screen, it is about reachability and access: address, password, occupied slots, ban. During loading, it is almost always about content: mods that do not match, or a map that is missing on the client. After loading, i.e. being thrown out during the running game, it is a server decision or a restart - not a joining problem.
Before you change anything in the configuration for troubleshooting, back up the state. Backups are self-service with us via WebFTP and SFTP, and especially when experimenting with mod lists, the way back is worth more than the next attempt - see Create backups. And only change one thing at a time: two simultaneous interventions turn one solvable problem into two unexplained ones.
Frequently asked questions
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View plans & pricesRead more
- Project Zomboid server - overview
- Join a server
- Install mods
- Switch to Build 42
- servertest.ini explained
- All Project Zomboid guides
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