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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

Recommended sandbox settings for Project Zomboid

This page suggests sandbox settings for five kinds of Build 42 game: a gentle first game, a classic challenge, a long-term building game, a hard survival game and a sprinter run. Each table gives a value and the reason for it, and the first table shows the Build 42 defaults for comparison. Written for Build 42 (42.22), November 2026.

A town at night in Project Zomboid
Five sandbox setups compared against the Build 42 Apocalypse defaults.
01Part

Build 42 defaults to compare against

Every table below lists our suggested values next to the reason for each. These are Opinion picks, not official presets. The baseline is the Build 42 Apocalypse preset, which is what the game loads for a normal new world. Full explanations of each option are on the sandbox settings page, and the built-in presets are compared on game modes.

SettingBuild 42 Apocalypse default
Zombie countNormal (population multiplier 0.65, peak 1.5 on day 28)
SpeedRandom, with 0% sprinters
TransmissionBlood and Saliva, death in 2-3 days
LootMost categories 0.6, ranged weapons 1.2, perishable food 0.8
Loot respawnOff (0 hours)
Zombie respawnNone (0 hours, multiplier 0)
Water / power shutoff0-30 days / 14-30 days
XP multiplier1 (global)
NutritionOn
Multi-hitOff
Muscle strain factor0.7

Build 41 guides often quote a Fast Shamblers default and 72-hour zombie respawn. Build 42 Apocalypse uses Random speed and turns zombie respawn off, so older advice about "lowering respawn" may already match the default.

02Part

A gentle first game

Opinion The goal is to learn the systems without losing a character to one bad fight in the first hour. Read the beginner's guide alongside this setup.

SettingValueWhy
Zombie countLowRoom to make mistakes while you learn doors, windows and noise.
SpeedShamblersEvery zombie is slow, so you can always walk away.
TransmissionSaliva onlyScratches and lacerations stop being death sentences; bites still kill.
LootCommon (about 2x)Enough tools and food to try every skill.
Loot respawnOffNot needed when loot is already plentiful.
Shutoff14 days-2 monthsMore time with taps and lights while you set up.
XP multiplier1.5 to 2Faster feedback on how skills work.
NutritionOnTeaches eating habits you will need later.
Multi-hitOnMakes crowds of two or three manageable.
Muscle strain0.5Fewer surprise injuries from long fights.
03Part

A classic challenge

Opinion For a second or third run, stay close to the defaults and change only what makes the game feel fair. This is roughly the experience the developers tune around.

SettingValueWhy
Zombie countNormalThe intended pressure in towns.
SpeedRandom, 0% sprintersThe Build 42 default mix; faster walkers punish sloppy movement.
TransmissionBlood and SalivaThe classic rule: any wound can be fatal.
LootDefault (Apocalypse values)Scarce enough to make looting decisions matter.
Loot respawnOffKeeps the world draining over time.
ShutoffDefaultYou should plan for water and power loss in the first month.
XP multiplier1Default pace.
NutritionOnWeight matters for long runs.
Multi-hitOffForces you to fight one target at a time.
Muscle strain0.7 (default)Keep it unless strain stops being fun.
04Part

A long-term building game

Opinion Builders want months of play without the map running dry. The main changes are slower utility loss, some loot and zombie respawn, and faster XP for the slow crafting skills. See base building and generators for the projects this supports.

SettingValueWhy
Zombie countLow or NormalEnough threat to need walls, not so much that every supply run is a siege.
SpeedShamblers or RandomYour choice; building is the focus.
TransmissionBlood and SalivaKeeps outings tense.
LootNormal (1.0) for materials and toolsNails, planks and tools run out fast otherwise.
Loot respawnOn, slow cycle (for example every 30 to 60 days)Long games need some refill; see loot respawn.
Zombie respawnLow, slow cycleA trickle stops the map from feeling empty; see zombie respawn.
ShutoffLongest window you are comfortable withGives time to build rain collectors and fuel stock.
XP multiplier1.5 to 3Carpentry, metalwork and masonry are slow at 1x.
NutritionOnFarming and cooking have more point with it on.
Multi-hitOptionalPersonal taste.
Muscle strain0.5Long building sessions and hauling cause a lot of strain.

Note that "Construction Prevents Loot Respawn" is on by default, so containers inside your base will not refill.

05Part

A hard survival game

Opinion For experienced players who want a real threat. This sits between Apocalypse and the Extinction preset. Read combat before you start.

SettingValueWhy
Zombie countHighTowns become no-go areas without a plan.
SpeedRandom with 5 to 10% sprintersExtinction uses 6% sprinters; a few fast ones keep you alert.
TransmissionBlood and SalivaNo safety net.
LootRare (around 0.4 to 0.6), ammo lowerExtinction drops most categories to 0.4 to 0.6 and ammo to 0.2.
Loot respawnOffScarcity is the point.
Zombie respawnOn, 72 hours, 0.1The Extinction values; cleared areas slowly refill.
ShutoffInstant or 0-30 daysForces early water and light planning.
XP multiplier1Default pace.
NutritionOnStarvation becomes a real pressure.
Multi-hitOffOne target at a time.
Muscle strain1.0The Extinction value; reckless fighting has a cost.
06Part

A sprinter run

Opinion All-sprinter games are short and violent. Fewer zombies and more loot keep the run playable. The sprinters page covers tactics, and CDDA is a harder alternative.

SettingValueWhy
Zombie countLowSprinters at Normal count overwhelm most players.
SpeedSprintersThe whole point of the run.
TransmissionBlood and Saliva, or Saliva only for a first trySaliva only lets you survive the scratches you will take.
LootNormal (1.0)You will loot less, so each trip should pay.
Loot respawnOffRuns rarely last long enough to need it.
ShutoffDefaultNot the main threat here.
XP multiplier1 to 2Faster combat skills help early.
NutritionOnDefault.
Multi-hitOnPacks of sprinters arrive together.
Muscle strain0.5Fights are constant, so strain builds fast.

Sneaking matters more than fighting. Keep fitness and strength in mind, since fitness affects endurance during chases.

07Part

Quick answers

What are the best sandbox settings for a first game?

In our opinion, Low population, Shamblers, Saliva-only transmission, common loot and XP around 1.5 to 2 give new players room to learn. Raise them once the basics feel easy.

Does Build 42 have zombie respawn on by default?

No. The Build 42 Apocalypse preset sets Respawn Hours, Unseen Hours and the respawn multiplier to 0. Extinction and Rising use a 72-hour cycle with a 0.1 multiplier.

What is the default zombie speed in Build 42?

Apocalypse uses Random speed with 0% sprinters. Build 41 guides often say Fast Shamblers, which no longer matches the Build 42 preset.

What does Muscle Strain Factor do?

It multiplies the muscle strain you get from swinging weapons and carrying heavy loads. The Apocalypse default is 0.7 and the setting runs from 0 to 10.

Should I turn on loot respawn?

It is off by default. For a long building game a slow cycle helps, but containers in areas you have built in will not refill while Construction Prevents Loot Respawn is on.

How is Outbreak different from Apocalypse?

Both use Normal population and Random speed, but Outbreak turns multi-hit on, lowers muscle strain to 0.6, boosts several skill XP rates and gives a longer water and power window.

Default values come from Pindrop and PZFans preset tables written for Build 42.19, which agree with each other; later 42.22 patches may have adjusted them. All recommended values are the site's opinion. Sources: Pindrop sandbox settings (B42) · PZFans playstyles compared (42.19) · PZFans difficulty presets · PZFans respawn explained. Your game is the final word: if it disagrees with us, tell us and we will fix the page.