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Project Zomboid

Documentation: Zomboid mod order

Manage the Mods=, WorkshopItems= and Map= lines of servertest.ini: import your existing lines, reorder Mod IDs (load order matters), remove duplicates, check that Workshop IDs are numeric and that Muldraugh, KY is the last map. Nothing is sent anywhere: everything stays in your browser.

Last updated: 10/10/2026

Open the tool

On a Project Zomboid server, WorkshopItems= lists the numeric Workshop IDs to download, Mods= lists the Mod IDs to enable (in load order) and Map= the maps (Muldraugh, KY last). This tool avoids syntax and ordering mistakes.

How to use the tool

  1. Paste your Mods=, WorkshopItems= and Map= lines from servertest.ini and click Apply, or type the lists.

  2. Use one ID per line (or separated by semicolons).

  3. Reorder Mod IDs with the arrows: dependencies must load before the mods that need them.

  4. Fix the warnings (duplicates, non-numeric ID, main map not last).

  5. Copy the result into servertest.ini while the server is stopped, then restart.

Mod ID or Workshop ID?

The Workshop ID is the number in the Steam Workshop page URL; the Mod ID is the internal name given in the mod's mod.info file (id= line) and often on the mod page. One Workshop item can contain several Mod IDs: add them all to Mods=.

Frequently asked questions

Does mod order matter?
Yes: mods load left to right; put base mods (libraries) before those depending on them and keep map mods in Map=.
Why must Muldraugh, KY be last?
Map mods go before the vanilla map so they overlay it; the tool flags the opposite (a common community rule, not verified against an official document).
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