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.
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.
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.
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.
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.
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.
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.
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.
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.
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×.
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.
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.
Beta survey
What should we take on first? Up to three answers.
Stored locally in your browser.
Saved
Nothing is counted automatically — send us the result
on Discord or in chat. The copy button puts it on the clipboard
ready to paste.