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Zombie respawn, population and migration in Project Zomboid

This page explains how the zombie population starts and grows in Build 42, how respawn and migration work, and what each preset uses by default. It also covers whether a cleared town stays clear, how to switch respawn off in sandbox or on a server, and the meta events that move zombies around. Written for Build 42 (42.22), November 2026.

Zombies crossing a field in Project Zomboid
A cleared street can fill again through migration even when respawn is off.
01Part

How the population starts and grows

Every part of the map has a target zombie count. Zombies are placed the first time you enter an area you have not visited, and that first spawn has nothing to do with the respawn settings. The target is set by the Population Multiplier, which is the number behind the Zombie Count choice in sandbox settings.

Two more multipliers scale that target over time. The Start Multiplier applies on day 1 and the Peak Multiplier applies from the Peak Day onward, with a ramp between them. On Apocalypse the world goes from 1.0 to 1.5 by day 28, so the map is meant to hold half as many zombies again after four weeks. This growth happens even when respawn is off. Six Months Later runs the other way: it starts at 2.0 and falls to 1.0 by day 5.

The sources used here do not say exactly where the extra zombies from the ramp appear, or whether they can be placed in an area you have already cleared.

02Part

How respawn works

Respawn is a separate cycle that puts new zombies into a cell that has lost some. Three settings control it.

  • Respawn Hours is the time that must pass before a cell can get zombies back. At 0 the whole cycle is off.
  • Respawn Unseen Hours is how long a chunk of that cell must go unseen by any player before zombies can appear in it.
  • Respawn Multiplier is the share of the cell's target population that can return in one cycle. 0.1 means 10 percent.

With the game's code defaults of 72, 16 and 0.1, a cell can regain up to 10 percent of its target every 72 in-game hours, and only in chunks nobody has looked at for 16 hours. Zombies do not appear in front of you. A base you live in and look at every day does not respawn zombies inside it, but the far side of the same cell can.

The big Build 42 change is that Apocalypse and Outbreak have respawn switched off. In Build 41 Apocalypse used 72, 16 and 0.1. One hosting guide dates the change to build 42.15 (one source). Rising, Extinction and Six Months Later still respawn. See game modes for the rest of each preset.

03Part

Migration and rally groups

Migration moves zombies that already exist. Every Redistribute Hours (12 by default) zombies can shift into empty parts of the same cell. No new zombies are created, but the street you emptied can fill from the next block. Setting it to 0 turns this off.

The guides checked for this page describe redistribution as happening inside a cell. Movement from one cell to another comes from sound: zombies walk toward gunfire, alarms, engines, the helicopter and meta events, up to the Follow Sound Distance (100 tiles by default).

Idle zombies also gather into rally groups. The size setting caps how many join one group, the travel distance is how far a zombie will walk to join, and separation and radius control how far apart groups sit and how tightly they bunch. Six Months Later raises the group size to 200, which is why that preset produces roaming hordes. More on behavior is on the zombies page.

04Part

Settings table and preset defaults

All of these sit under Advanced Zombie Options. The default column is the Build 42 Apocalypse value.

SettingWhat it doesApocalypse default
Population MultiplierBase zombie count for the whole map (0 to 4)0.65
Population Start MultiplierScale applied on day 11.0
Population Peak MultiplierScale applied from the peak day1.5
Population Peak DayDay the peak is reached28
Respawn HoursHours before a cell can respawn. 0 is off0
Respawn Unseen HoursHours a chunk must go unseen first0
Respawn MultiplierShare of the cell target returned per cycle0
Redistribute HoursHours between migrations into empty parts of a cell. 0 is off12
Follow Sound DistanceHow far zombies walk toward a sound, in tiles100
Rally Group SizeLargest idle group20
Rally Travel DistanceHow far zombies travel to form a group20
Rally Group SeparationDistance kept between groups15
Rally Group RadiusHow tightly a group bunches3

The presets differ mainly in population and respawn.

PresetPopulationStart to peak (day)Respawn hours / unseen / shareRedistributeRally size
Apocalypse0.651.0 to 1.5 (28)Off1220
Outbreak0.651.0 to 1.5 (20)Off1220
Rising0.151.0 to 1.0 (28)72 / 16 / 10%1820
Extinction1.21.5 to 2.0 (28)72 / 16 / 10%1210
Six Months Later1.62.0 to 1.0 (5)72 / 16 / 50%12200

A custom sandbox or a new server that does not start from a preset uses the code defaults instead: population 1.0, respawn 72 / 16 / 0.1. That means a fresh dedicated server can respawn zombies even though single-player Apocalypse does not.

05Part

Is clearing a town permanent?

On Build 42 Apocalypse and Outbreak, a zombie you kill is not replaced by the respawn cycle. A town still does not stay empty by itself, for three reasons: the peak ramp raises the world target until day 28 (day 20 on Outbreak), redistribution spreads the survivors of a cell back over it every 12 hours, and noise pulls in zombies from neighboring cells.

On Rising, Extinction and Six Months Later, clearing is never permanent. Any part of a cell you stop watching for 16 hours can regain zombies every 72 hours.

Opinion For a town you want to keep, such as Muldraugh or Rosewood, clear the whole area and not only your street, so redistribution has nothing left to move. Then keep firearms and car alarms for places you do not live in. Quiet sites are listed under base locations.

06Part

Turning respawn off or tuning it

New single-player game. Choose Custom Sandbox, open Advanced Zombie Options and set Respawn Hours to 0. Set Redistribute Hours to 0 as well if you want cleared blocks to stay clear. To remove the growth over the first month, make the peak multiplier equal to the start multiplier.

Existing save. The values are fixed when the world is created. Guides suggest a sandbox-editing mod from the Workshop, or backing up the save folder and editing its sandbox file by hand (one source). See mods.

Server. Stop the server, open servername_SandboxVars.lua and edit the ZombieConfig block: RespawnHours, RespawnUnseenHours, RespawnMultiplier and RedistributeHours. Restart, then confirm in the admin panel under Sandbox Options. One hosting guide reports that the older top-level ZombieRespawn dropdown is not read by the 42.20 server, so change the ZombieConfig numbers (one source). Renaming the server creates a new settings file, which looks like a reset. Setup is covered in hosting a server.

07Part

Meta events and the helicopter

Meta events are off-screen noises the game invents, with distant gunshots as the standard example. There is no shooter to find. The sound gives zombies in range a direction to walk, so it works as migration pressure and not as a guaranteed attack. The Meta Event setting has three options: Never, Sometimes and Often. Apocalypse uses Sometimes, and Extinction uses Often (one source). In a server file Sometimes is written as MetaEvent = 2 (one source).

The helicopter is the largest single pull. It makes one pass on Apocalypse and Outbreak, commonly around days 6 to 9 (one source). Rising has it set to Never and Extinction to Sometimes. If it sees you outdoors it follows you, and the engine noise drags zombies along its path. Stay indoors and out of sight, and listen for the air activity warning on the emergency broadcast radio channel.

08Part

Quick answers

Do zombies respawn in Project Zomboid Build 42?

Not on the default Apocalypse preset or on Outbreak, where Respawn Hours is 0. Rising, Extinction and Six Months Later respawn zombies every 72 hours in areas left unseen for 16 hours.

Why are there zombies in an area I already cleared?

Redistribution moves zombies into empty parts of the same cell every 12 hours, and noise, meta events and the helicopter pull others in from farther away. The population target also rises until the peak day.

How do I turn off zombie respawn?

Set Respawn Hours to 0 in Advanced Zombie Options when you create a custom sandbox. On a server, set RespawnHours to 0.0 in the ZombieConfig block of the SandboxVars file while the server is stopped.

What is the peak day in Project Zomboid?

It is the day the zombie population reaches the peak multiplier. On Apocalypse the population grows from 1.0 to 1.5 times the base by day 28, and on Outbreak by day 20.

Can zombies respawn inside my base?

Respawn only happens in chunks no player has seen for the Respawn Unseen Hours, 16 by default where respawn is on. A base you occupy and look at daily does not qualify, but zombies can still walk in from outside.

What does Redistribute Hours do?

It sets how often existing zombies migrate into empty parts of the same cell. The default is 12 hours, Rising uses 18, and 0 switches migration off.

Preset values were matched across two or three community and hosting guides written for builds 42.19 and 42.20, and they agree. Figures marked as one source, and the exact way the peak ramp adds zombies, were not confirmed in game on 42.22. Sources: PZfans: respawn explained · Pindrop: Build 42 sandbox settings · GameServerKings: zombie respawn · PZfans: meta events · PZfans: helicopter event. Your game is the final word: if it disagrees with us, tell us and we will fix the page.