Latest
Oct 27 · 42.22 pre-release: ladders and crowbar break-insOct 23 · First-person mods are not officially supportedOct 21 · The Indie Stone on Java mods: download responsiblySep 28 · Build 42.21 Stable: zombie duplication fixesAug 26 · Security fixes on every branchAug 17 · Servers now handle up to 254 playersJul 29 · Build 42 goes Stable

Mods

Project Zomboid has one of the biggest modding communities in gaming. Build 42 changed what mods can do and how they load, and 2026 brought real security incidents. How to install mods, how to tell a safe one from a risky one, and what The Indie Stone supports. Updated for Build 42.21, November 2026.

A dark warehouse
Mods: the best and riskiest part of Project Zomboid
01Part

Installing mods

  1. Subscribe on the Steam Workshop page for Project Zomboid. Steam downloads it.
  2. In the game, open Mods from the main menu and switch it on. Mods marked for Build 42 only show up on Build 42.
  3. When you start a new game, check the mods for that save: each save keeps its own mod list.
  4. Adding mods to an existing save is usually fine; removing mods that add items or map changes can break it. Back up first.

A mod must say it supports Build 42. Build 41 mods generally do not work on Build 42, and Build 42 changed often during Unstable, so check the mod’s last update against the game version.

02Part

Lua mods and Java mods

Lua mods

Almost every Workshop mod. Written in the game’s scripting language, installed with Subscribe. The only kind The Indie Stone officially supports.

Java mods

Written in the same language as the game, so they change its core code directly. Powerful, and the reason some mods can change how the game is viewed. Most need manual installs, outside downloads or a loader.

The risk

Java mods can open security holes on your computer. The Indie Stone’s advice (October 2026): only install from authors you trust, prefer open-source mods anyone can rebuild, and be very careful with files from outside the Workshop.

Not supported

Java mods, loaders and frameworks are not supported and game updates will break them without warning. First-person mods are not officially supported either.

The full statements are on news.

03Part

Security in 2026

Malicious mods removed

14 malicious mods were taken off the Workshop in 2026.

Security fixes

Several patches closed holes reported by modders, and 42.20.4 (26 August 2026) patched every branch at once.

loadstring

42.20.4 switched off the Lua loadstring and loadstream functions for security; 42.21 turned them back on.

Your checklist

Known author, many subscribers, recent updates, no outside downloads, no executables. If a mod asks you to run a program, do not.

04Part

Mods on a server

Servers list Workshop items and mod IDs in their settings; players joining download them automatically. Every player must run the same mods and versions as the server. Full instructions, including the INI lines, are on hosting a server.

05Part

When a mod breaks your game

  1. Disable all mods and test. If the game works, turn them back on in halves until it breaks.
  2. Check the mod’s Workshop page for a Build 42 version and the date of its last update.
  3. Look in the console log (console.txt in your Zomboid user folder) for the mod name near the error.
  4. Unsubscribe from anything that has not been updated since the last major patch.
06Part

Where mod files live and what a mod ID is

Every mod on your PC lives in one of two places. Workshop subscriptions download to Steam\steamapps\workshop\content\108600\<Workshop ID>, one numbered folder per item. Anything you install by hand, or write yourself, goes in the Zomboid user folder: C:\Users\<you>\Zomboid\mods on Windows and ~/Zomboid/mods on Linux and macOS. That same user folder holds your saves, the Server folder with your hosted-game settings, and the console.txt log that the troubleshooting steps above rely on.

Two different numbers identify a mod, and mixing them up is the most common reason a server refuses to load its mod list.

Workshop ID

The long number in the Workshop page URL. It names the download and goes on the WorkshopItems= line of a server's settings.

Mod ID

The id= line inside the mod's mod.info file. It names what actually loads and goes on the Mods= line. Entries on both lines are separated by semicolons.

One item, several mods

A single Workshop item can contain more than one mod, so you add only the mod IDs you want switched on.

require=

A mod.info line listing other mod IDs the mod depends on. Their Workshop items must be subscribed too.

Load order matters less than guides suggest. The game only cares when two mods ship a file at the same relative path, for instance under media/lua or media/scripts, and the one loaded later overwrites the other. Map mods that edit the same cells cannot be fixed by reordering at all. Our pick: let the game write the lines for you. Set the mods up in the Host menu's Manage Settings screen, then copy the generated WorkshopItems= and Mods= lines into a dedicated server rather than typing IDs by hand.

07Part

Making a tiny Lua mod

The quickest way to understand how mods are built is to make one that does almost nothing. Build 42 changed the folder layout: a mod needs a common folder or a version folder to be recognised at all, and most authors use both. In your Zomboid\mods folder create this tree.

  1. MyFirstMod\common\ may be left empty. Files here load for every build.
  2. MyFirstMod\42\mod.info is a plain text file with at least name=My First Mod and id=MyFirstMod_KnoxTools. Pick a long, distinctive id; it must be unique across every mod on Steam, and short ids collide. Optional lines are description=, poster=poster.png and require=.
  3. MyFirstMod\42\media\lua\client\MyFirstMod_Hello.lua holds the code. Client Lua runs on each player's machine, server Lua runs on the server, and shared Lua runs on both.

Inside the Lua file, register a function on a game event, for example Events.OnGameStart.Add(function() print("MyFirstMod loaded") end). The game loads every .lua file in those folders automatically, with no registration step, and print() output lands in console.txt. Start the game, open the Mods menu, enable My First Mod, load a save, then check the log for your line.

When a mod has both common and a version folder, the game loads common first and then the version folder closest to the build it is running, and files in the version folder override files at the same path in common. A folder named 42 counts as 42.0. Keep the first mod Lua-only: it stays inside the sandbox The Indie Stone supports, and it is exactly the kind of mod the security checklist above is happy with.

08Part

Updates, branches and rolling back

Project Zomboid updates arrive through Steam branches, and the branch you are on decides which mods work and which saves open. Right-click the game in your library, choose Properties, then Game Versions & Betas (older Steam clients call it Betas). The names are case-sensitive.

BranchWhat you getUse it when
NoneCurrent Stable, 42.21Normal play and most public servers
pre-release42.22, opened 27 October 2026Testing fixes early, on a backed-up world
42.19Frozen 42.19 buildFinishing a world that broke on later patches
legacy4141.78.21Build 41 saves, servers and mods

Rolling back is the same menu in reverse: pick the older branch, let Steam download it, and launch. Two things cannot be rolled back. A world opened on 42.22 may not load again on 42.21, and a Build 42 save never opens on legacy41, so copy the whole Zomboid\Saves folder before switching in either direction. Client and server versions must also match exactly, so a 42.21 client cannot join a 42.22 server.

What breaks on a patch is fairly predictable. The 42.22 notes single out mods that touch tiles, maps or crafting, and move tile definitions into a tile_definitions subfolder under media, so map and tile mods are the first to need updates. Your Workshop subscriptions survive a branch change, which is the trap: Build 41-only mods left enabled on Build 42, or the reverse, are a common cause of "unexpected error" crashes. Our pick is a separate Workshop collection per branch, and a look at each mod's last-updated date before loading a save after any update. See version history for what each patch changed.

09Part

Quick answers

How do I install mods in Project Zomboid Build 42?

Subscribe on the Steam Workshop, enable the mod in the Mods menu, then make sure it is on in the mod list for your save.

Do Build 41 mods work in Build 42?

Generally no. A mod must be updated for Build 42.

Are Java mods safe?

They can be risky because they change the game’s code directly. Only install from trusted authors, prefer open-source mods, and avoid files from outside the Workshop.

Are first-person mods supported?

No. The Indie Stone does not officially support first-person or other Java mods.

Can I remove a mod from an existing save?

Removing mods that add items or map changes can break a save. Back up first.

From The Indie Stone’s statements on Java mods (21 October 2026) and first-person mods (23 October 2026), its 2026 security patch notes, and the Steam Workshop. ProjectZom does not host or endorse individual mods. Added November 2026: pzwiki.net Mod structure; The Indie Stone 42.22 pre-release notes; community Build 42 mod folder and dedicated-server guides.