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Project Zomboid News

Project Zomboid now supports 100-player servers, sort of

Sandbox survival game Project Zomboid has been enjoying a recent surge in popularity since its developers rolled out multiplayer server support late last year. In the latest patch, the number of players you can have on a single Project Zomboid server has been increased from 32 to 100 - but the devs say to be prepared for shaky performance if you pack that many players onto one map.


In the patch notes that mark version 41.66 moving from the unstable branch to the stable branch, developer The Indie Stone says it has "increased experimental maximum player limit to 100," although the default multiplayer maximum remains set at 32. The devs warn that "servers with more than 32 players will likely result in poor map streaming and desync, so proceed with caution."


One hundred is a lot of players (and inventories, and health statuses) to track all at the same time, so it's little wonder things get a bit frayed when player counts get up that high in Project Zomboid. Update 41.66 contains plenty of other changes too, however: you can also add a login queue for your multiplayer servers now, anti-cheat security has been improved, and there's a new admin panel for creating safehouses and safe zones.


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Project Zomboid multiplayer - what you need to know

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41.66 RELEASED

Server operators will find .zip files with their server backups, should they need to revert. 5 cycling incremental backups each server run, and a special backup per version change. It can also be configured to backup periodically while the server is running, but you may expect a few seconds of lag if you do this.

This update pushes 41.66 to the stable branch.

Full 41.66 Changelog on our forums:
https://theindiestone.com/forums/index.php?/topic/49523-4166-released/

Or Pastebin:
https://pastebin.com/pKp2puZ9


Changes since 41.66 Unstable:


  • Fixed double-door opening and closing not being synced properly in multiplayer.
  • Fixed desync when a player heals via "godmode" at the same time as a character dies.
  • Fixed SafetyToggle timer speed and SafetyCooldown logic.

  • Increased speed of mouse-wheel scrolling in the Survival Guide.
  • Added several new items, mostly flavour. Plushies (friends for Spiffo), Boardgames, Poker Chips. etc. Some of them do not have 3D models attached to them yet.
  • Updated max values for HoursForWorldItemRemoval and HoursForCorpseRemoval sandbox settings.

  • Fixed boxing gloves 'hole' on the back of the hand issue.
  • Fixed Poncho showing no legs by capping the bottom.
  • Fixed Bullet Vest clipping with some other clothing items.
  • First pass on fixing underlying mesh on female, clipping Leather Jackets.

  • Fixed ClothingItemExtra script property not working for items that aren't in the Base module.*
  • Fixed double "Place Item" options for: Radio, Battery Charger, PortaDisc.
  • Fixed not being able to interact with a Radio that was placed as a 3D item.
  • Fixed "Investigate Area" tooltips being displayed at the mouse pointer position when using a controller.
  • Fixed player character holding a Newspaper model in hand when reading the in-game map.
  • Fixed possible exception due to a vehicle not having an Engine part but the engine is running.
  • Fixed cases where a player would be able to start the game before "Click to Start" appeared, causing errors.
  • Fixed a case where players were able to grab items through closed/barricaded windows.
  • Fixed a bug with the mediadata converter that caused all tapes to have incorrect colored text colours.
  • Fixed the LootRespawn and SeenHoursPreventLootRespawn sandbox options not being displayed in the single-player sandbox settings UI.
  • Fixed the SeenHoursPreventLootRespawn sandbox option not being displayed in the single-player and multiplayer sandbox settings UIs.
  • Fixed missing food types in Evolved Recipe items.
  • Fixed Search Mode / Foraging being usable in the Tutorial scenario.
  • Fixed "Foraging has changed" warning from right-click context menu still being there.


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