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How to Add Mods to a Project Zomboid Server

Add Steam Workshop mods to your Project Zomboid server the right way: Workshop IDs vs Mod IDs, load order, and why the two lists have to line up exactly.

NXNxeonNxeon editorialAugust 4, 2026 4 min read
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Add Steam Workshop mods to your Project Zomboid server the right way: Workshop IDs vs Mod IDs, load order, and why the two lists have to line up exactly.

Topic
Gaming
Read time
4 min read
Covers
project zomboid, mods, workshop
Last updated
August 5, 2026

Mods transform Project Zomboid — new maps, vehicles, traits, and overhauls — but the server modding process trips up almost everyone the first time, because two separate lists have to line up perfectly. This guide explains Workshop IDs versus Mod IDs, load order, and how to fix mods that won't load.

This assumes you already have a running server. If not, start with how to set up a Project Zomboid dedicated server.

The key concept: two IDs per mod

Every Workshop mod has two different identifiers, and the server needs both:

  • Workshop ID — a number (e.g. 2392709985) that tells Steam which item to download. Goes in WorkshopItems=.
  • Mod ID — a short text name (e.g. Brita_2) that tells the game which mod inside that item to enable. Goes in Mods=.

One Workshop item can contain several Mod IDs. Getting these two lists right — and consistent — is the whole game.

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The Nxeon control panel showing live CPU, memory, and network metrics for a VPS

Step 1: Find the IDs

On each mod's Steam Workshop page, the Workshop ID is the number at the end of the URL. The Mod IDs are listed in the description (creators usually spell out "Workshop ID:" and "Mod ID:" explicitly). Collect both for every mod you want.

Step 2: Edit the server .ini

Open your server config (e.g. ~/Zomboid/Server/myserver.ini) and populate the two lines, semicolon-separated:

WorkshopItems=2392709985;2822286426;2680159926
Mods=Brita_2;Brita_Armor;ImprovedBuildMenu

The WorkshopItems line makes the server download the items; the Mods line enables the specific mods within them. Every mod you want active must appear in both lists.

Step 3: Mind the load order

Order in the Mods= line is the load order, and it matters. Some mods must load after their dependencies or after the base mods they patch. Follow each mod author's stated load-order guidance — a common cause of a "working" mod list breaking is two mods in the wrong order. Maps sometimes also need entries added to the Map= line so their tiles load.

Step 4: Restart and watch the log

Mods only load on server start:

sudo systemctl restart pz
sudo journalctl -u pz -f

On startup the server downloads any new Workshop items, then loads the mods in order. The log tells you exactly what loaded and what failed.

Fixing mods that won't load

  • Mismatch between the two lists — the most common problem. Every Mod ID in Mods= needs its Workshop ID in WorkshopItems=, and vice versa.
  • Wrong Mod ID — copy it exactly from the Workshop page; it's case-sensitive.
  • Missing dependency — some mods require others; add the dependency's IDs too.
  • Players not syncing — clients auto-download server mods on connect, but they must fully download before joining. If a player can't connect, have them verify the mods downloaded.
  • After a game update — a mod may break until its author updates it; check the Workshop page.

Because mods add memory overhead, a heavily modded server may want more RAM — revisit the sizing in how to set up a Project Zomboid dedicated server.

FAQ

Where do I add mods on a Project Zomboid server?

In your server .ini, using two lines: WorkshopItems= for the Steam Workshop IDs and Mods= for the Mod IDs. Both lists must include every mod, and the server downloads Workshop items automatically on restart.

Why won't my Project Zomboid mods load?

Almost always a mismatch between WorkshopItems and Mods, a mistyped (case-sensitive) Mod ID, a missing dependency, or wrong load order. Check journalctl -u pz for the specific error.

Do players need to install the mods too?

No manual install — clients download server mods automatically when connecting, as long as they let the download finish before joining.

What's the difference between a Workshop ID and a Mod ID?

The Workshop ID (a number) identifies the Steam item to download; the Mod ID (a text name) identifies the specific mod within it to enable. The server needs both.

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#project zomboid#mods#workshop#server config#game servers#seobatch
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