Slapstick Apocalypse

Dedicated Project Zomboid server. Hard but fair. No PvP, no zombie respawn, no second pass at the same loot.

Closed Beta Bugs are part of the show.

Kaboomnet presents

Step into theSlapstick Apocalypse

Kentucky is burning. We are putting up a garage in front of it anyway.

Four slots, PvE, and mods on Build 42.20, all of them wanting something from you at once. How that fits together is further down — if you would rather find out yourself, start at the top.

Closed beta. If you want in, ask in the comments on the EPR Slapstick Workshop page.

Join the server

Closed beta. The password is on request only: ask in the comments on the EPR Slapstick Workshop page.

  • Main address 116.202.118.69:28110
    Connect

    Or by hand in the game:

    1. JOIN SERVER → FAVORITES → Add Server
    2. IP 116.202.118.69, Port 28110
    3. Favorite name: Slapstick Apocalypse, Server Password (on request)
    4. SAVE, then JOIN SERVER

“Connect” starts Project Zomboid through Steam and hands over the address. By hand in the game: JOIN SERVER → FAVORITES → Add Server, enter IP and port, pick any favorite name, server password on request, then SAVE and JOIN SERVER.

Featured mods

Out of mods, these are the ones you notice in the first hour — and the reason this server does not look like another one.

01

Power & Water

core system

At the start everything still runs. Lights, fridge, water from the tap — civilization simply has not noticed yet that it is over. It will notice. First the tap coughs and gives you nothing, later the lights stay off. Nobody posts the date — you will find out soon enough.

Then it gets interesting. Five substations and one water plant feed thirteen zones, and none of them will let you near until the power is gone. It takes a real trade: knowing your way around a screwdriver will not get you far. The tools do not survive the attempt, and a single component costs you half a working day. Bring a facility back up and you get one zone back — not Kentucky.

Quiet is not on offer: the wrenching carries far, the startup further still. A thunderstorm can knock the whole thing out again, and no facility runs forever without someone looking after it. Runs as our own Slapstick fork with a multiplayer fix the original still does not have: the FullSync retry stepped in five times on the first day of the beta and resynced cleanly every time.

In-game EPR control panel: Louisville South Substation, status offline, progress zero percent. Three components missing — control board, backup generator, grounding rig. Estimated 22 hours, three zones affected.
Offline, zero percent, 22 hours estimated. Click to enlarge.

EPR_Slapstick — fork of Extensive Power Rework · Workshop 3775553383 · verified in multiplayer

02

The vaccine

long game

There is a way out. Possibly. You set up a lab in the back yard: blood tests, autopsies for samples, a research chain that runs for weeks. The textbooks for it sit exactly where you would rather not be — military ground and hospitals.

And that is why it is worth the trouble: a bite is not an immediate sentence here. Get infected and you still have days ahead of you, not hours. Long enough to get someone to the lab. Whether that is enough, nobody here has found out yet.

There is even an occupation for it: lab intern, starts with a stolen set of university notes. The author says so himself — surviving still comes first. Research costs time you do not have, and trips there is no guarantee you come back from.

Zombie Virus Vaccine by ЯΞxx — Workshop 3615135168 · updated 2026-07-22 · B42.14–42.20, SP and MP

03

A dog

8 breeds

You can tame a stray. It follows you, spots zombies before you do, and joins the fight. It also wants feeding, makes noise, and dies if you send it in wrong. Every breed plays differently.

The base mod brings five: the Caramelo in towns, the German shepherd around police and military, the golden retriever in houses, the husky outdoors in winter, and the border collie. Four more arrive as their own mods. Chihuahua: learns fast, picks up zombies 15 % sooner, will not fight. Rottweiler: front line — your melee swings cost less endurance while it stands next to you. Doberman: weak to start with, the deadliest breed in the mod once trained up. Labrador: the worst fighter of the lot, deliberately so. It trains Hunting twice as fast and is the only one that reliably brings prey back — from the first rabbit, not just at high skill.

Since 07.08. a dog is luck, not a shopping list: half as many stray around, a pregnancy runs 21 days instead of four, and a puppy needs 120 to grow up. Neglect one and the bond fades faster than it used to, and it carries less than it did. In return the rested bonus now lasts almost a full day. Harder to come by, worth more once you have one.

Companion Dogs [ALPHA] — Workshop 3740052292 · plus Chihuahua, Doberman, Rottweiler, Labrador · B42.18+, save-compatible

04

Far too many cars

96 vehicle mods

From the 2CV to the DeLorean to an eighteen-wheeler. Plus trailers, freight containers, RVs with a walk-in interior, and a bus the whole crew fits into.

Armor and tuning are built in, wrecks are spare parts rather than scenery, and repair and salvage each run through their own overhaul mod. Fuel is still something you go looking for: gas stations run dry, and every tenth one is dry from the start.

Top-down game view: a red car on a country road, grass and trees all around.
Usually with a dead battery.

KI5 · WayMoreCars · Filibuster Rhymes' Used Cars · FRCert RVs · RV Interior · Standardized Vehicle Upgrades 3 · Repair & Salvage Overhaul · Autotsar Trailers

05

Horde events

with warning

The zombies do not just stand around. Every so often the server sets a horde moving. You get a direction marker, a warning sound and a line from your character — and then enough time to make up your mind. The mod allows a few seconds. We think that is too tight.

And then the important part: they are not hunting you. Pursuit and pathfinding are both switched off. The horde is pointed in your direction and passes through. Stay and you have a problem. Leave and you do not. That is a decision, not an ambush — and the reason nobody here gets pulled off the screen for stepping into the kitchen.

Two kinds come by. The small one more often, a handful of them — the mod would send several times that. The roaming one less often but on a wholly different scale: that one crosses in a broad front and leaves again on the other side. Nothing spawns inside buildings, and night is no different from day.

It scales. But at some point it stops — this does not run off into infinity. The big cataclysm events the mod ships with are switched off on this server. So it never gets very much worse all at once. Just slowly a little fuller.

Dynamic Horde Events B42 by Frozen_Heart — Workshop 3716405632 · warning window much longer · pursuit off · cataclysm off · size capped

06

Digging for what is buried

partly under review

Two systems reward looking around. Every so often the server buries a treasure, everyone gets a message and a bearing — and then it comes down to who arrives first. On site you need a shovel, you have to stand on the right tile, and you have to sit through a digging minigame. Move and it cancels. The others get to watch.

Then the dossier: special zombies drop torn document pages. Collect them all and they spell out coordinates to a hidden cache of rare loot. Treasure hunt, current state: the spawn is being looked into — the server log keeps reporting that every coordinate is taken, while the mod has zero coordinates stored. If you are not finding anything, it is probably not you.

PikaMel's Treasure Hunt — Workshop 3747553270 · Dead Man's Dossier — Workshop 3675740871 (MP-safe)

07

Second screen

browser, read-only

Two web pages mirror your game onto the second monitor. Pulse shows the whole character sheet live: health, skills and XP, protection values, body temperature, moodles, plus weapon condition, clothing, carry weight and open wounds.

Map does the same for the map: your position live, with markers and labels. Useful when somebody radios „I am at the gas station" and nobody knows which one. Both are read-only — no reaching into the game, no advantage, just fewer menus covering the screen.

PZ_Pulse — Workshop 3753700423 · PZ_Map — Workshop 3770149036 · addresses in the mod options

08

Journals

42 pages

What you have learned writes itself down. When the character dies the notebook stays — the next one reads up and does not start from nothing. On this server that is the only kind of progress that survives a death. The others are allowed to read along.

Other people's journals sit on shelves and on bodies. The bloody ones give more than the worn ones, the cursed ones give the most — and those dissolve eventually. Find one and you had better read it soon. There are reasons for that, and they are in the notebook.

Burd's Survival Journals — Workshop 3639628777 · 154 settings, all of them set

09

Factions & land

core mechanic

Vanilla lets you claim a safehouse. Not here: Faction Framework replaces that entirely. Land belongs to a faction, and the claim is the only way to keep a base safe from other hands. It grows with every member — and if you die inside it, you come back inside it.

On top of that: missions that track themselves, a shared bank and a perk tree that upgrades both the faction and its members. Alliances, pacts, wars. And raids: bring enough people, hold long enough, and a rival claim burns down. The land is freed, not handed over.

Cars and outposts go separate ways now. A claimed car stays yours, server-authoritative, through our own mod. Outposts you take, clear, and power back up with a generator. After that they hand out supplies and need defending against hordes.

Four player characters standing close together by a blue station wagon, each dressed differently.
Four people, four wardrobes. Not out of vanity.

Faction Framework — Workshop 3768321178 · Slapstick Vehicle Claims — 3803432189 · Dynamic Outposts — 3791152383

10

Money and shops

economy

PhunMart vending machines stand scattered across the map and take a currency you earn yourselves: through zombie kills and through the time you survive. No starting capital, no donations, no deals with the server staff.

This is already running. Wallets, purchases, kills and playtime are recorded on the server — anyone who has been here has a balance. PhunZones 2 manages the zones behind it: what sits in a machine depends on where it stands.

PhunMart 2 — Workshop 3689006725 · PhunZones 2 — 3676252660

11

Collecting and knowing

long game

Known And Collected remembers what you have read and what you have found. After two months nobody recalls which skill book is already done — past that point this stops being convenience and becomes the difference between searching and knowing.

Lifestyle: Hobbies gives you something to do that has nothing to do with surviving. And Hot Brass lets you load your own ammunition. Once the crates are empty, that decides whether a firearm is still a firearm.

Known And Collected — Workshop 2881764317 · Lifestyle: Hobbies — 3403870858 · Hot Brass Ammo Crafting — 3637364024

12

Pushing things around

new

Four mods from a single evening that together change something hard to name: how the world feels when you touch it.

Cars can be pushed when the fuel runs out. So can furniture. Doors open when you press against them instead of clicking them. And zombies get in each other's way instead of walking through one another — which turns a doorway back into a bottleneck.

Push Vehicle — 3780639614 · Furniture Push & Pull — 3781319724 · Cye's Push Doors — 3780683663 · Skully's Zombie Collision — 3778511497

13

A tidied-up interface

QoL

Build 42 has a great deal more crafting than Build 41 — and a menu that did not grow with it. So the Neat framework sits on top of building and crafting here: searchable, sorted, and it tells you what you are still missing. Plus a recipe browser that says what you can make out of whatever is in the fridge.

Around that: Clean UI, a tidied hotbar, a compact status display, a kill counter that includes car and fire kills. Every Neat window switches back to vanilla with a right-click.

NeatUI_Framework · Neat_Building · Neat_Crafting (+XP addons) · Project Cook · CleanUI · CleanHotBar · MiniHealthPlus · KillCount

The ones you would miss

The ones above shape an evening. These you only notice when they are missing — and then immediately. None of them is filler.

Blood is slippery

Run or sprint across a pool of blood and you can trip and go down. Sprinting and Nimble lower the chance. Exactly at the moment you can least afford to fall over.

Bloodslick · 3771260663

Armor weighs

Protection is no longer free: endurance drains faster, muscle strain sets in sooner, breathing gets shallower, sleep gets worse. Before every trip out you decide again how heavy you want to travel.

Armor Makes Sense · 3677430162

Building downwards

Build 42 has basements. This mod lets you keep digging and build them out. And because basement frequency is turned up on this server, you will actually find some.

Excavation · 3392001801

Beekeeping

Find wild hives, set up kept ones, keep queens. Out of that come wax, mead, cheese and candles — and food that keeps longer in wax than in a fridge without power. Which becomes an argument once the fridge stops being one.

The only building system here that has nothing to do with killing. Unsmoked hives do fight back, though: swarm, stings, bad day. The smoker is not decoration.

HydeCo Bees · 3430224478

Pool, darts, cards

Synchronized minigames for a quiet evening in the base. Works properly in multiplayer — you play against each other, not next to each other.

Playable Pool · 3716934959

Push it, do not carry it

Shopping carts and wheelbarrows. Sounds trivial, changes every looting run: you take along what you would otherwise have left behind. MP-safe, no item duplication.

SaucedCarts · 3651954650

Crowbars & barricades

Pry doors and windows open with a crowbar instead of smashing them — quieter. And a barricade menu of its own on the ' key for everything that has to be boarded up afterwards.

STA Pry Open · 3579640010 · Barricades Builder · 3683323462

Open everything at once

One click opens every container within reach. With a kitchen counter of nine cupboards you notice the difference immediately.

Open All Containers · 3465040406

Weapons with a history

Japanese blades from katana to ōdachi, plus three firearm packs in vanilla style. You will still rarely find them — melee sits at 0.9×, firearms at 0.5×.

Nihontō · 3723127305 · MarzVanillaGuns · SWMG · MWP

Extra maps

Alongside the vanilla regions the server carries Clover Lake (lake, pasture, two first-rate base sites), its highway connection, Tikitown with a power supply of its own, and a distance overlay map.

Clover Lake · 3759558202 · Clover Lake Highway KY-316 · Tikitown · map_distanciado

Where it starts

You pick your starting town at character creation. It decides what the first days look like — and how many of them there are. The list comes from the running server configuration, not from this page.

Loot & XP

Two blocks of numbers shape this server more than any mod does: what you find, and how fast you get better. Both are set line by line, not turned up across the board. Every figure comes straight from the running server configuration.

What you find — and what you do not

Weapons are scarcer, clothing nearly tripled. You will not starve here and you will not run around naked, but you do not find a shotgun in the third house. Car keys turn up almost never: hotwire it or walk. And because no loot grows back, every house you empty is empty for good.

How fast you get better

The global multiplier is switched off — every skill counts on its own. If you read „everything 1×" here, you are reading it wrong.

The pattern is deliberate. The new b42 crafting skills are doubled across the board — the server wants you to actually play blacksmithing, pottery and glassmaking instead of giving up after two evenings. Fitness and Strength at 2.8× take the edge off the grind. Melee stays at 1.3×, which goes with the scarcer weapon loot: hitting things is not meant to be the main route.

What Build 42 added in settings

Fields that did not exist in Build 41 — here with the values running on this server. Click shows the original comment from the configuration file.

Thick fog over a suburban street. A car and a house are only outlines, a player character stands at the edge.
How you get on: Favorites → Add server, address 116.202.118.69, port 28110. On first launch Steam pulls workshop items — that takes a while. Plan the first evening as a download evening. The fog above is weather, by the way, not a rendering fault.

World

Start date 9 July 1993. Everything is clickable — the explanation comes from the configuration file itself.

Zombies

The ramp is the core of it: quiet start, late peak. Respawn is off. They may still drift in, only far more rarely than in the original.

Population

How the population grows

Two points are confirmed: the start and the peak. How the curve runs between them is kept inside the engine, drawn here as an approximation.

What three mods add on top

These numbers do not come from the vanilla population. They come from three additional mods. Values from the running server configuration.

Behavior

Loot

No respawn, but generous multipliers. The world starts rich and empties out for good. The rates per category are above, under "Loot & XP".

How fast it empties

The odds of finding an already-looted house grow with every day. Values from the running server configuration.

Beta tuning

The server is still in beta tuning. Settings that were adjusted most recently — click shows the original comment from the configuration file.

Server rules

What is allowed, not how strongly it is set. Click shows the original comment from the server configuration — no credentials, no ports.

Vehicles

Plenty around, in good condition, with fuel in the tank — but often locked. Finding a car is easy; using it is the hurdle.

Mods

Load order, dependencies, status, candidate pool — the full list has moved to the mod shelf. German for now.