Installing Map Mods
Map mods expand Project Zomboid's world by adding new cities, points of interest, buildings, and entire regions to explore. These mods can completely transform your survival experience, offering new looting opportunities, custom landmarks, and unique environments that make the zombie apocalypse feel fresh and expansive.
This comprehensive guide covers everything you need to know about installing and configuring map mods, from basic setup to advanced spawn point configuration and troubleshooting.
Understanding Map Mods
What Map Mods Add
- New Locations - Custom cities, towns, military bases, prisons, shopping malls
- Points of Interest (POIs) - Unique buildings like hospitals, factories, airports
- Custom Terrain - Modified landscapes, rivers, forests, and road networks
- Loot Opportunities - New areas to scavenge with unique item spawns
- Spawn Points - Additional starting locations for characters
Map Mod Types
Map mods generally fall into two categories:
1. Standalone Maps - Replace the entire vanilla map
- Examples: Raven Creek, Eerie Country
- Incompatible with vanilla map regions (Muldraugh, West Point, etc.)
- Require
Map=line to specify ONLY the custom map - Good for fresh, unique experiences
2. Add-on Maps - Expand the existing vanilla map
- Examples: Fort Redstone, Over the River, Bedford Falls
- Work alongside vanilla regions
- Require
Map=line to include both custom and vanilla maps - Most popular choice for servers
Prerequisites
Before installing map mods:
- Know how to install regular mods (Workshop ID and Mod ID)
- Have access to server files (File Manager or FTP)
- Be prepared to perform a soft reset (new world generation)
- Backup your current world save if you want to preserve it
Important: Map mods require generating a new world. Existing saves cannot be updated with new map regions.
Step-by-Step Installation Guide
Example: Installing Fort Redstone
We'll use Fort Redstone as an example, one of the most popular map expansions.
Step 1: Find Map Mod Information
- Go to the Steam Workshop page for your chosen map mod
- Locate the following information in the description:
- Workshop ID - Found in the URL (e.g., 1516836158 for Fort Redstone)
- Mod ID - Usually listed in description (e.g., FortRedstone)
- Map Folder Name - Exact folder name to use in config (e.g., FortRedstone)
- Write down these values - you'll need them for configuration
Note: Some complex map mods have multiple Workshop IDs and Map Folders. Read the mod description carefully to identify all required components.
Step 2: Install the Mod Files
- Add the mod using the Workshop ID and Mod ID as a normal mod
- For Fort Redstone:
- Workshop ID:
1516836158 - Mod ID:
FortRedstone
- Workshop ID:
- Save your mod configuration
- Restart the server to download mod files
Step 3: Configure Server Map Settings
- Open your server configuration panel
- Navigate to Advanced Server Settings (.ini and .lua)
- Locate the pzserver.ini file
- Find the
Map=line (usually near the top)
Default vanilla map line:
Map=Muldraugh, KY
Updated line with Fort Redstone (add-on map):
Map=FortRedstone;Muldraugh, KY
Critical Rules for Map Configuration:
- Separate multiple maps with semicolons (
;) Muldraugh, KYmust ALWAYS be at the end of the list- Map folder names are case-sensitive - match them exactly
- No spaces around semicolons
Examples with multiple map mods:
Map=FortRedstone;OverTheRiver;BedfordFalls;Muldraugh, KY
Step 4: Configure Spawn Points (Optional)
Most map mods include custom spawn points so players can start in the new area. To enable these:
- Open File Manager
- Navigate to
/server-data/Server/ - Check if
pzserver_spawnregions.luaexists- If it exists, open it for editing
- If not, create a new file with this exact name
- Add the default vanilla spawn regions if file is empty:
function SpawnRegions() return { { name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" }, { name = "Riverside, KY", file = "media/maps/Riverside, KY/spawnpoints.lua" }, { name = "Rosewood, KY", file = "media/maps/Rosewood, KY/spawnpoints.lua" }, { name = "West Point, KY", file = "media/maps/West Point, KY/spawnpoints.lua" }, } end - Add your custom map spawn region. For Fort Redstone:
function SpawnRegions() return { { name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" }, { name = "Riverside, KY", file = "media/maps/Riverside, KY/spawnpoints.lua" }, { name = "Rosewood, KY", file = "media/maps/Rosewood, KY/spawnpoints.lua" }, { name = "West Point, KY", file = "media/maps/West Point, KY/spawnpoints.lua" }, { name = "FortRedstone", file = "media/maps/FortRedstone/spawnpoints.lua" }, } end - Save the file
Important: Each spawn region entry must end with a comma, except the last entry.
Step 5: Generate New World
- Save all configuration changes
- Perform a soft reset to generate a new world with the map mods
- Wait for world generation (can take 5-15 minutes depending on map size)
- Join the server and verify the new map areas are accessible
Popular Map Mods
Expansion Maps (Add-on Type)
Fort Redstone (Workshop ID: 1516836158)
- Military base with barracks, armory, and training facilities
- Located northwest of Rosewood
- Great for military loot runs
- Map Folder:
FortRedstone
Over the River (Workshop ID: 2390040165)
- Adds area east of the river with new towns and roads
- Expands vanilla map significantly
- Includes new spawn points
- Map Folder:
OverTheRiver
Bedford Falls (Workshop ID: 522891356)
- Christmas-themed town with unique buildings
- Fully decorated for holidays
- Located north of West Point
- Map Folder:
BedfordFalls
Grapeseed (Workshop ID: 1674501957)
- Large farming town inspired by GTA V
- Lots of agricultural buildings and fields
- Rural setting with scattered houses
- Map Folder:
Grapeseed
Standalone Maps (Replacement Type)
Raven Creek (Workshop ID: 2196102849)
- Massive city with skyscrapers and urban environments
- Replaces vanilla map entirely
- High-risk, high-reward urban survival
- Map Folder:
RavenCreek - Config:
Map=RavenCreek(no vanilla maps)
Eerie Country (Workshop ID: 2703890647)
- Complete custom map with unique landscape
- Multiple towns, rural areas, and forests
- Different feel from Kentucky setting
- Map Folder:
EerieCountry
Advanced Configuration
Combining Multiple Map Mods
You can install multiple add-on maps simultaneously:
Map=FortRedstone;OverTheRiver;BedfordFalls;Grapeseed;Muldraugh, KY
Performance Considerations:
- Each map mod increases world size and RAM usage
- Recommended limit: 3-5 map mods for optimal performance
- More maps = longer world generation time
- Test server performance after adding multiple maps
Map Folder Name Discovery
If the mod description doesn't specify the map folder name:
- Install the mod and restart server
- Check server console/logs for map loading messages
- Navigate to
/server-data/Workshop/mods/ - Look inside the mod folder for
media/maps/subdirectory - The folder name inside
media/maps/is your map folder name
Spawn Point Customization
You can control which spawn points are available:
To disable vanilla spawn points (only allow custom map spawns):
function SpawnRegions()
return {
{ name = "FortRedstone", file = "media/maps/FortRedstone/spawnpoints.lua" },
}
end
To add spawn points for multiple custom maps:
function SpawnRegions()
return {
{ name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" },
{ name = "FortRedstone", file = "media/maps/FortRedstone/spawnpoints.lua" },
{ name = "BedfordFalls", file = "media/maps/BedfordFalls/spawnpoints.lua" },
}
end
Troubleshooting
Server Won't Start After Adding Map Mod
Symptoms: Server crashes during startup or world generation fails
Solutions:
- Verify
Map=line has correct syntax (semicolons, no extra spaces) - Ensure map folder name matches exactly (case-sensitive)
- Check
Muldraugh, KYis at the end of the Map line - Confirm mod downloaded successfully (check Workshop folder for mod files)
- Remove the map mod from
Map=line and test if server starts - Check server logs for specific error messages about map loading
Map Areas Not Appearing In-Game
Symptoms: Server starts but custom map location doesn't exist
Solutions:
- Ensure you performed a soft reset to generate new world
- Old save files don't include new map regions - must create new world
- Verify mod is enabled in mod list (Workshop ID and Mod ID added)
- Check map folder name spelling in
Map=line - Some maps are far from vanilla locations - use admin teleport to verify existence
- Review mod description for map coordinates or location details
Spawn Point Not Available
Symptoms: Custom map doesn't appear in spawn location selection
Solutions:
- Verify
pzserver_spawnregions.luafile exists in/server-data/Server/ - Check spawn region name matches map folder name
- Ensure spawn region entry has correct file path
- Verify no syntax errors (missing commas, quotes, or brackets)
- Restart server after editing spawn regions file
- Some map mods don't include spawn points - check mod description
Performance Issues After Adding Maps
Symptoms: Server lag, slow loading, high RAM usage
Solutions:
- Reduce number of map mods installed
- Increase server RAM allocation (map mods use additional memory)
- Some large maps like Raven Creek require 8-16GB RAM minimum
- Disable other resource-intensive mods temporarily
- Perform regular server restarts to clear memory leaks
Conflicting Map Mods
Symptoms: Errors about overlapping coordinates or missing map cells
Solutions:
- Check mod descriptions for compatibility notes
- Some maps conflict if they occupy same coordinates
- Read mod comments/discussions for known conflicts
- Test maps individually to identify which combination causes conflict
- Consider using compatibility patches if available
Map Mod Compatibility
Compatible Mods
Map mods generally work well with:
- Weapon mods
- Vehicle mods
- Gameplay tweaks (loot multipliers, zombie settings)
- UI improvements
- Profession/trait mods
Potentially Incompatible Mods
Watch out for conflicts with:
- Other map mods that overlap coordinates
- World generation mods that modify base game maps
- Mods that drastically change loot distribution
- Outdated mods not updated for current game version
Best Practices
- Read Mod Descriptions Thoroughly - Many issues come from not following author's instructions
- Backup Before Changes - Save your world before adding new maps
- Test Locally First - Add maps to single-player to verify they work before adding to server
- Start Small - Add one map mod at a time to identify problems easily
- Check for Updates - Map mods frequently update for bug fixes and game version compatibility
- Monitor Server Performance - Watch RAM and CPU usage after adding maps
- Communicate with Players - Announce map changes before soft reset so players can prepare
Frequently Asked Questions
Q: Can I add map mods to an existing world?
A: No. Map mods require world generation. You must perform a soft reset to create a new world that includes the custom maps.
Q: Will players lose their characters when I add map mods?
A: Yes, if you perform a soft reset (which is required for map mods). Player characters are tied to the world save. Backup character files if you want to preserve them for future use.
Q: How do I find where a map mod is located in the world?
A: Check the mod's Steam Workshop page for a map screenshot or coordinates. You can also use admin tools to teleport around and explore, or check the in-game map (press M).
Q: Can I use standalone maps and add-on maps together?
A: No. Standalone maps replace the vanilla map entirely. You can only use standalone maps by themselves, not combined with vanilla regions or add-on maps.
Q: What happens if I misspell a map folder name?
A: The server will either fail to start or the map won't load. Always double-check spelling and case sensitivity.
Q: Do all players need to download map mods?
A: Yes. Map mods are required on both server and all clients. Players without the map mod installed cannot join the server.
Q: How many map mods can I install safely?
A: It depends on server hardware. Generally, 3-5 add-on maps work well on servers with 8GB+ RAM. Too many maps cause performance issues and longer loading times.
Q: Why does world generation take so long with map mods?
A: Map mods significantly increase the total world size. Large or multiple maps can take 10-20 minutes to generate. This is normal - let the server complete generation without interruption.
Q: Can I remove a map mod after it's been added?
A: Yes, but you must perform another soft reset. Removing a map mod from an existing world will cause errors. Remove it from the Map= line and generate a new world.
Related Guides
- How to Install Mods - General mod installation guide
- Performing a Soft Reset - World generation guide
- Mods and Settings - Easier mod management