Keep Knox County alive around the clock with Workshop mods, Build 42 multiplayer and plans sized for how much memory Java really needs.

Select from our wide range of optimized game servers. Each server is configured for maximum performance and comes with DDoS protection.




Compare recommended use, plan hardware and monthly prices.
| Plan | Recommended for | Hardware | Monthly price |
|---|---|---|---|
| Platinum 10GB | 4–10 players, light mod listWe saw 8 GB fail to start; 10 GB is the entry point with room for the Java heap plus JVM overhead. | 4 vCore Ryzen 9950X · 10 GB DDR5 6000MHz · 100 GB NVMe SSD Samsung 990 PRO | ₺530.00/mo |
| Diamond 12GB | 10–16 players, mid-sized Workshop listBalanced headroom for communities running one map mod and a moderate mod list. | 4 vCore Ryzen 9950X · 12 GB DDR5 6000MHz · 110 GB NVMe SSD Samsung 990 PRO | ₺617.50/mo |
| Emerald 16GB | 16–32 players, map mods (recommended)6 vCores and 16 GB; a comfortable fit for large map add-ons and busy PvE or PvP servers. | 6 vCore Ryzen 9950X · 16 GB DDR5 6000MHz · 120 GB NVMe SSD Samsung 990 PRO | ₺840.00/mo |
| Xtreme 32GB | 32+ players, heavily modded RP community12 vCores and 32 GB for long mod lists, several maps and heavy vehicle traffic. | 12 vCore Ryzen 9950X · 32 GB DDR5 6000MHz · 200 GB NVMe SSD Samsung 990 PRO | ₺1520.00/mo |
Features built around Project Zomboid's Java-based server and its Workshop-driven mod scene.
The memory you hand Java with -Xmx is not the server's whole footprint. Plans starting at 10 GB leave room for both the heap and JVM overhead.
Put Workshop numbers on the WorkshopItems line, mod IDs on the Mods line and map folders on the Map line. Players download everything automatically when they join.
World rules such as zombie population, respawn, loot rarity and utility shutoff live in servertest_SandboxVars.lua; server rules live in servertest.ini.
Grant roles with /setaccesslevel and use /kickuser, /banuser, /teleport and /servermsg. Fill in RCONPort and RCONPassword to manage the server remotely too.
Hordes, vehicles and loaded map chunks are heavy to simulate. The high-clocked Ryzen 9 9950X helps the server keep pace when a horde rolls through town.
Panel backups protect your world in Saves/Multiplayer. For a new season, keep your config files and delete only the world folder for a clean start.
Project Zomboid server hosting with us starts at ₺530.00 per month on a 10 GB plan. We deliberately skip 8 GB for this game: the official figure is 8 GB, yet in practice we saw a Zomboid server on an 8 GB plan refuse to start, because the JVM needs memory on top of the heap you give Java. The hardware behind it is a Ryzen 9 9950X with NVMe SSD storage in our İstanbul datacenter. You get full access to servertest.ini, SandboxVars and spawnregions, and any Workshop mods you add to the WorkshopItems and Mods lines download automatically for players as they connect.
A Project Zomboid dedicated server keeps your Knox County world running even when everyone is offline, so players can drop in at any hour while the horde and the slow decay of the world carry on. You can run a quiet PvE survival world for friends, a PvP server with safehouse rules, or a full roleplay community.
Build 42 went stable with multiplayer at the end of July 2026. It brings a reworked crafting system and animal husbandry among its big changes, but Build 41 worlds do not carry over directly. Communities that want to stay on Build 41 can still use the legacy41 beta branch on Steam. The rule is simple: players must run the same build as the server, or they cannot connect.
Patch 42.20.3 improved server player limit handling with support for up to 254 players and admin access when the server is full. Realistically, most community servers are at their best between 10 and 40 players; hundreds of players demand serious hardware and careful tuning.
The Project Zomboid server runs on Java, and the memory Java may use (the heap) is set by the -Xmx value in the startup parameters; on Linux servers that setting usually sits in ProjectZomboid64.json. The server's total footprint is larger than the heap, because the JVM itself, native libraries and the network layer all use memory too. On an 8 GB plan, setting the heap to 8 GB or anywhere near it can get the process killed for lack of memory before the world even loads. We have seen exactly that, which is why our Project Zomboid plans start at 10 GB.
A good rule is to keep -Xmx about 1.5 to 2 GB below the plan's total RAM: an 8 GB heap on the 10 GB plan, 13 to 14 GB on the 16 GB plan.
What really grows memory use is the number of map chunks loaded as players explore, high zombie population, hundreds of parked vehicles, containers stuffed with items and, above all, map mods. A lightly modded group of 4 to 10 players is comfortable on Platinum 10GB; large map add-ons and big player counts call for Emerald 16GB or Xtreme 32GB.
Adding a mod to a Project Zomboid server means filling two lines together: WorkshopItems and Mods. Both live in servertest.ini, and entries are separated by semicolons.
WorkshopItems takes the numeric ID from the Workshop page URL, which is how the server downloads the mod. Mods takes the mod's own Mod ID, usually listed as "Mod ID" at the bottom of the Workshop description or on the id= line of the mod's mod.info file. One Workshop item can contain several mods, so the two lists do not always have the same length. Map mods also need their folder names on the Map line, and the Muldraugh, KY entry always stays last.
Players download the server's Workshop list automatically when they connect, so nobody installs mods by hand. The most common error is a version mismatch between server and client after a mod updates, and restarting the server usually clears it. On Build 42 only mods with B42 support will work, so check the page of any older B41-era mod before adding it.
Server files live in the Zomboid/Server folder, and because the default server name is servertest, the three main files are servertest.ini for server rules, servertest_SandboxVars.lua for world rules and servertest_spawnregions.lua for spawn points. The world save sits in Zomboid/Saves/Multiplayer/servertest and player accounts in Zomboid/db/servertest.db.
The servertest.ini lines people change most are PublicName and Public (listing in the in-game browser), Password, MaxPlayers, PVP, PauseEmpty (freezes the world when nobody is on), SaveWorldEveryMinutes, and Open for whitelisting. With Open=false, only accounts you create with /adduser can join. The SandboxVars file controls zombie population, respawn speed, whether zombies sprint, infection, loot rarity and when water and electricity shut off.
The admin password is set on first launch, either typed into the console when the server asks or passed with the -adminpassword startup parameter. After that, hand out roles with /setaccesslevel "username" admin and use /kickuser, /banuser, /teleport, /additem, /servermsg and /save. Once RCONPort and RCONPassword are set, the same commands work from any RCON client.
The most common complaints on Project Zomboid servers are laggy zombies, rubber-banding vehicles and players stuck while the map loads. Most trace back to the server simulating too many chunks, zombies and items at once.
Start with the population and respawn settings in SandboxVars: maximum population combined with fast respawn is the combination that hits the CPU hardest on a busy server. As players spread out to opposite ends of the map, the number of loaded areas rises and memory use grows with it. On servers that stay up for long stretches, a planned daily restart and a SaveWorldEveryMinutes value between 10 and 20 minutes strike a good balance. Recent Build 42 patches also fixed chunk unloading performance and vehicle disappearance issues on multiplayer servers, so staying current is part of performance too.
To start a new season, delete the Zomboid/Saves/Multiplayer/servertest folder and leave your config files untouched; to reset player accounts as well, remove Zomboid/db/servertest.db. Take a backup from the panel before deleting anything.
Players open Join from the main menu, enter the IP and port shown in your panel, then pick a username and password to connect. Without a whitelist the account is created on first login; with Open=false you create the account for them first with /adduser. If the server has a password, they enter that as well.
With Public=true your server appears in the in-game public server list under the name set in PublicName. If you are building a community, putting your rules and Discord invite in PublicDescription is a good start.
On a modded server the first connection can take a while, because the player's client downloads any Workshop items it is missing. Our İstanbul location gives players in Türkiye low latency, and friends joining from Europe and the Middle East generally get solid connections as well.
Small lightly modded groups start on Platinum 10GB, mid-sized mod lists on Diamond 12GB, and map mods or big communities on Emerald 16GB or Xtreme 32GB.
Installation starts automatically after payment. Set the admin password on first boot; if the server prompts for it, type it into the console at gamepanel.hostingmerkezi.net.
Decide between Build 42 and legacy41. Set the Java heap roughly 1.5 to 2 GB below the plan's total RAM so the JVM has headroom.
Stop the server, then set PublicName, Password, MaxPlayers, PVP and Open in servertest.ini, and zombie and loot rules in the SandboxVars file.
Put Workshop numbers on WorkshopItems, mod IDs on Mods and map folders on Map. Start the server and watch the console to confirm every mod loads.
Players join from the Join screen with the IP and port and create an account. Give yourself admin with /setaccesslevel and your world is ready.
What people most often want to know before renting a Project Zomboid server.
Our İstanbul datacenter runs on Ryzen 9 hardware, delivering low latency to players in Türkiye and good connectivity to Europe, the Middle East and the Caucasus.
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