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v1.5.1 (Public Release)
How to install
Windows: download PZMM_1.5.1_x64-setup.exe below and run it. Windows will probably say it protected your PC, because the installer isn't code-signed yet. Click More info, then Run anyway.
Linux: PZMM_1.5.1_amd64.AppImage runs on any distro (chmod +x it first). On Debian or Ubuntu you can install PZMM_1.5.1_amd64.deb instead with sudo apt install ./PZMM_1.5.1_amd64.deb. Workshop downloads need lib32gcc-s1.
A server with no desktop: pzmm-linux-x64 or pzmm-windows-x64.exe is the command-line version, one file.
Already got PZMM? It updates itself: click Update and restart above the tabs.
You don't need the .sig files or latest.json; they're for the updater. SHA256SUMS.txt lets you check your download.
Note
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste what Copy diagnostics gives you (Settings > About; your user name is masked).
PZMM has a new maintainer. Luke (SEVNC3), who made PZMM, has stepped away from modding and handed it over to byDGV. Thanks Luke for everything.
- Nothing changes for you: your profiles, mods, settings and saves stay exactly as they are, and updates keep arriving on their own.
- Updates, the GitHub link and bug reports now point to github.com/dgv-sudo/pz-mod-manager.
- Help and bugs: the Viewpoint Zomboid Community Discord.
- The Ko-fi link is gone.
- PZMM - Client 0.2.6 has the same new links, on its new Workshop page: subscribe again there, the old page is gone.
v1.5.0 (Public Release)
How to install
Windows: download PZMM_1.5.0_x64-setup.exe below and run it. Windows will probably say it protected your PC, because the installer isn't code-signed yet. Click More info, then Run anyway.
Linux: PZMM_1.5.0_amd64.AppImage runs on any distro (chmod +x it first). On Debian or Ubuntu you can install PZMM_1.5.0_amd64.deb instead with sudo apt install ./PZMM_1.5.0_amd64.deb. Workshop downloads need lib32gcc-s1.
A server with no desktop: pzmm-linux-x64 or pzmm-windows-x64.exe is the command-line version, one file.
Already got PZMM? It updates itself: click Update and restart above the tabs.
You don't need the .sig files or latest.json; they're for the updater. SHA256SUMS.txt lets you check your download.
Note
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste what Copy diagnostics gives you (Settings > About; your user name is masked).
Thanks to yustin and Mittens The Feared for recent ideas and bug reports.
- New group makes a group of just the mods you picked, instead of taking every mod below them. Right-click a mod for Add to group, and click a selected mod again to deselect it. Thanks Yagoyuki on Discord.
- Sorted by name, size or date, each mod shows a coloured tag with its group, and Filters has a Group filter. The column header lines up properly now too. Thanks Yagoyuki on Discord.
- Dragging a mod near the top or bottom of the list scrolls it, since the mouse wheel doesn't work while dragging. Thanks Yagoyuki on Discord.
- Unsubscribed from a mod but Steam hasn't deleted it yet? It shows Unsubscribed now, and Remove deletes it. PZMM checks with Steam first and never deletes a mod you're still subscribed to.
- Copy diagnostics logs how your list loads, so if groups ever go missing after an update, send it before launching the game.
- The in-game manager has all of this too. Update PZMM - Client on the Workshop.
v1.4.0 (Public Release)
How to install
Windows: download PZMM_1.4.0_x64-setup.exe below and run it. Windows will probably say it protected your PC, because the installer isn't code-signed yet. Click More info, then Run anyway.
Linux: PZMM_1.4.0_amd64.AppImage runs on any distro (chmod +x it first). On Debian or Ubuntu you can install PZMM_1.4.0_amd64.deb instead with sudo apt install ./PZMM_1.4.0_amd64.deb. Workshop downloads need lib32gcc-s1.
A server with no desktop: pzmm-linux-x64 or pzmm-windows-x64.exe is the command-line version, one file.
Already got PZMM? It updates itself: click Update and restart above the tabs.
You don't need the .sig files or latest.json; they're for the updater. SHA256SUMS.txt lets you check your download.
Note
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste what Copy diagnostics gives you (Settings > About; your user name is masked).
Thanks to Lyven Ka Vinsxy, GhostyAshes, newbee, Gentle_Hilt and Yagoyuki for recent ideas and bug reports.
- Hold updates on any mod: click the lock on its row and PZMM keeps that version until you click again. Hold this save's mods in Saves does a whole save at once. Steam can't hold a subscribed mod, so PZMM keeps its own copy of the version you have and unsubscribes it, after asking. Thanks yustin on the Workshop page.
- Saving a server's mods is clearer: the button says Save mods to server, a save bar sits at the bottom while you have unsaved changes, and "Leave without saving?" now has Save and leave. Thanks Mittens The Feared on Discord.
- PZMM opens windowed and fits your screen, even after a resolution change or with a monitor unplugged.
- The in-game manager holds updates too. Update PZMM - Client on the Workshop.
v1.3.0 (Public Release)
How to install
Windows: download PZMM_1.3.0_x64-setup.exe below and run it. Windows will probably say it protected your PC, because the installer isn't code-signed yet. Click More info, then Run anyway.
Linux: PZMM_1.3.0_amd64.AppImage runs on any distro (chmod +x it first). On Debian or Ubuntu you can install PZMM_1.3.0_amd64.deb instead with sudo apt install ./PZMM_1.3.0_amd64.deb. Workshop downloads need lib32gcc-s1.
A server with no desktop: pzmm-linux-x64 or pzmm-windows-x64.exe is the command-line version, one file.
Already got PZMM? It updates itself: click Update and restart above the tabs.
You don't need the .sig files or latest.json; they're for the updater. SHA256SUMS.txt lets you check your download.
Note
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste what Copy diagnostics gives you (Settings > About; your user name is masked).
Thanks to Lyven Ka Vinsxy, GhostyAshes, newbee, Gentle_Hilt and Yagoyuki for recent ideas and bug reports.
- "Steam is limiting requests" should be rare now. PZMM asks Steam once and shares the answer, and when Steam does say slow down, everything waits together instead of piling on. A repeat Maps scan reads 1 or 2 pages instead of about 59.
- My mods has proper columns: Size, Installed, Last changed and Overwrites. Click a header to sort by it, click again for your own order.
- An eye next to each tickbox hides a mod from the list without turning it off. Handy for the parts of a mod you never touch, like the other presets of a texture pack. Find them again under Hidden.
- The Workshop panel flicks through a mod's pictures with arrows.
- New filters: Added and Updated in the last day, week or month, and Has an update.
- Lots of small things the in-game manager already had: Join on server rows, more player filters, Rename and Delete for saves (it backs the save up first), a right-click menu on sections, more facts in mod details, and an Open mods folder button.
- The in-game manager can hand jobs to the app now: remove a mod, install one by its mod ID, import a share code, run your hosted server and more. The app asks you first for anything that changes your setup.
- Workshop pictures and the game's news show in the in-game manager too. Update PZMM - Client on the Workshop.
It's a big one, so if something looks off, tell me on Discord and I'll fix it.
v1.2.8 (Public Release)
How to install
Windows: download PZMM_1.2.8_x64-setup.exe below and run it. Windows will probably say it protected your PC, because the installer isn't code-signed yet. Click More info, then Run anyway.
Linux: PZMM_1.2.8_amd64.AppImage runs on any distro (chmod +x it first). On Debian or Ubuntu you can install PZMM_1.2.8_amd64.deb instead with sudo apt install ./PZMM_1.2.8_amd64.deb. Workshop downloads need lib32gcc-s1.
A server with no desktop: pzmm-linux-x64 or pzmm-windows-x64.exe is the command-line version, one file.
Already got PZMM? It updates itself: click Update and restart above the tabs.
You don't need the .sig files or latest.json; they're for the updater. SHA256SUMS.txt lets you check your download.
Note
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste what Copy diagnostics gives you (Settings > About; your user name is masked).
- Antivirus, a VPN or a work network no longer breaks downloads with "invalid peer certificate". PZMM trusts the same certificates your PC does now, and if something still blocks it, it tells you what to turn off. Thanks Yagoyuki on Discord.
- Find the broken mod keeps mods that need each other together. Viewpoint and its add-ons, or a car framework and its cars, get tested as one group, so it can't blame the wrong mod. It also starts with the mods you added last. Thanks Lyven Ka Vinsxy on the Workshop page.
- Mod details show First seen, the day the mod landed on your PC, and Date installed sorts by it. Thanks GhostyAshes on Discord.
- Writing your mods to a server shows a checklist. Untick what the server shouldn't get, like client-side add-ons, and it's remembered for that server. Mods that need Viewpoint or ZombieBuddy get a "client-side add-on?" tag. Thanks newbee on Discord.
- Workshop pictures that fail to load try again, then say so instead of leaving a blank box. Gentle_Hilt, if you still get blanks, send me what Copy diagnostics gives you (Settings > About).
- The in-game manager does the broken mod search, First seen and the server checklist too. Update PZMM - Client on the Workshop.
All of this came from people asking. If something bugs you, say so on Discord or the Workshop page and it might be in the next one.
v1.2.7 (Public Release)
Important
Get the in-game mod manager. If you don't have it yet, subscribe to PZMM - Client on the Steam Workshop and turn it on in the game. It replaces Project Zomboid's mod screen with PZMM's, and with this update it works hand in hand with the desktop app.
How to install
Windows: download PZMM_1.2.7_x64-setup.exe below and run it. Windows will probably say it protected your PC, because the installer isn't code-signed yet. Click More info, then Run anyway.
Linux: PZMM_1.2.7_amd64.AppImage runs on any distro (chmod +x it first). On Debian or Ubuntu you can install PZMM_1.2.7_amd64.deb instead with sudo apt install ./PZMM_1.2.7_amd64.deb. Workshop downloads need lib32gcc-s1.
A server with no desktop: pzmm-linux-x64 or pzmm-windows-x64.exe is the command-line version, one file.
Already got PZMM? It updates itself: click Update and restart above the tabs.
You don't need the .sig files or latest.json; they're for the updater. SHA256SUMS.txt lets you check your download.
Warning
Early access pre-release. PZMM is still in development and hasn't launched yet, so you may run into bugs. Back up your saves before using it.
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste the diagnostics from Settings > About > Copy diagnostics (your user name is masked).
This is a massive update. We've worked hard to fully replicate the desktop app inside the game: the in-game mod manager now has the same tabs, looks the same and works the same way, from your mod list and load order to maps, saves, servers and Check setup. If you use both, they now sync with each other: your profile, sections, load order, problems and settings are the same on both sides, and the game can hand off anything it can't do itself to the app.
The in-game mod manager
- Every tab from the app. Home, My mods, Browse Workshop, Maps, Saves, Servers, What's new, Java mods and Settings, in the app's style: the same cards, buttons, icons, colours and spacing, in your accent colour and light or dark theme.
- My mods, as in the app. Sections you can drag mods between, Group by category, filters, sort, search by author, favourites and hidden mods, picking several mods at once, right-click menus, and Undo and Redo.
- Load order, as in the app. Drag mods in the Load order panel, or press Autosort, Fix load order or A to Z. Mods with an order problem get a red ! with the reason.
- Mod details. Version, category, last updated, what it needs and what needs it, what it can't run with, and which mods' files it replaces.
- Check setup in game. What can't load and why, missing or turned-off requirements, clashes, the load order and Steam's downloads, each with its fix. Problems count the same way as in the app.
- Maps, Saves and Servers. Arrange your maps with Autosort; play, rename, reset or back up a save and pick its character; find servers with their mods checked against yours and join one.
- Presets, Browse Workshop and your own Workshop items, right in the game.
- 10 languages. English, German, Spanish, French, Italian, Korean, Polish, Brazilian Portuguese, Russian and Simplified Chinese.
- Works without the app too. Everything the game can do on its own works without PZMM installed. The few things only the app can do are marked "Missing some features" in the game, with a link to download the app.
The desktop app and the in-game manager, together
- One profile, both places. The game shows your PZMM profile and can switch to another. Turning mods on or off, sorting sections and arranging maps in game changes your PZMM profile, and changes made in PZMM show up in the open game screen. Use PZMM's mods brings in PZMM's changes in PZMM's exact load order.
- Ask PZMM from the game. Install a mod's missing requirements, back up or restore a save, run Check setup, or open Browse Workshop or Make a mod. PZMM comes to the front on the right page, or starts if it isn't running, and asks you first before installing or restoring anything.
- Shared Check setup. PZMM's problems show in the game with the same fix buttons. Safe fixes run at once; PZMM asks before the rest.
- Shared numbers. The overridden files, problems, updates and install dates you see in game are PZMM's own, so both sides agree.
- Shared look, settings and What's new. The game uses your PZMM accent colour and theme, the in-game manager's options can be set from either side, and reading What's new in one clears the badge in the other.
- Profiles with their own game folder work in game too: PZMM follows whichever folder the game is playing in, for your mods, saves and backups.
- Both sides keep in step. PZMM confirms every change made in game, the game says when PZMM couldn't make one, and a change made while PZMM is closed is made when it next starts.
- PZMM in the main menu. A box at the top right opens the latest patch notes for the app and the in-game manager, with a red ! when there's a new one.
Desktop app fixes
- Updates no longer bring back a mod you removed from a Workshop item that ships several mods. Download history offers Reinstall for each mod.
- A Workshop copy never replaces your GitHub or local install of the same mod.
- Collections imported as a profile turn on the requirements you already have installed.
- Map presets are one list across all your game folders, and presets you delete in game stay deleted.
- Server backups from another server keep this server's RCON and spawn points when you restore them. Migrate finds co-op worlds in a profile's own game folder, and LinuxGSM and Docker servers get their real build.
- Rolling back an update that only changed a mod ID's capitalisation brings the old ID back.
- Mods staged for upload in Zomboid/Workshop count as installed, so they aren't flagged missing.
- Profiles made from a server config aren't offered for deletion as unused.
- Lots of smaller fixes from two full bug sweeps of the app and the in-game manager.
v1.2.6 (Public Release)
How to install
Windows: download PZMM_1.2.6_x64-setup.exe below and run it. Windows will probably say it protected your PC, because the installer isn't code-signed yet. Click More info, then Run anyway.
Linux: PZMM_1.2.6_amd64.AppImage runs on any distro (chmod +x it first). On Debian or Ubuntu you can install PZMM_1.2.6_amd64.deb instead with sudo apt install ./PZMM_1.2.6_amd64.deb. Workshop downloads need lib32gcc-s1.
A server with no desktop: pzmm-linux-x64 or pzmm-windows-x64.exe is the command-line version, one file.
Already got PZMM? It updates itself: click Update and restart above the tabs.
You don't need the .sig files or latest.json; they're for the updater. SHA256SUMS.txt lets you check your download.
Warning
Early access pre-release. PZMM is still in development and hasn't launched yet, so you may run into bugs. Back up your saves before using it.
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste the diagnostics from Settings > About > Copy diagnostics (your user name is masked).
A bigger one this time, mostly from playtesting notes. Lots of small annoyances gone, and a few things that should have been there from the start.
- Batch actions hit every selected mod. Turn on, turn off, update or remove a whole selection at once, not just the mod you right-clicked.
- Subscribe from the chips. The Workshop and Subscribed chips in My mods subscribe and unsubscribe in one click, and the mod shows up a few seconds later without a rescan.
- Uninstall from Browse Workshop. Installed cards get an Uninstall button.
- ZombieBuddy stops asking. Java mods you turn on in PZMM are allowed in ZombieBuddy when you press Play. Jars with scan warnings, and jars that aren't from the Workshop, still ask.
- Check setup is its own window. Problems are sorted by how bad they are (Broken, Risk, Check, Low), each with a fix button next to it. One button fixes all the harmless ones, and It's fine hides one until the mod changes.
- Launch warnings come with fixes. Play tells you what's wrong and offers to fix it before the game starts, with far fewer false alarms.
- Build 41-only mods are marked Broken on Build 42 instead of silently not loading, with Turn off, Uninstall and Find a B42 version. Sorting no longer switches them back on.
- Project Viewpoint moves you to Build 42, and switching away puts your old build back.
- Rescan picks up mods Steam downloaded outside PZMM.
- Progress bars everywhere. The activity bar shows what's running, and opens into a full log you can filter.
- Download history lists every install, update, removal and subscription, with reinstall.
- Choose what the close button does. Minimise to tray or quit, with Don't ask again. You can change it in Settings.
- Faster start. A short splash while PZMM loads Steam data in the background, so the Workshop, server list and news are ready when you get there. Steam answers are cached for a few minutes, so browsing is quicker and hits Steam's rate limit less.
- What's new pops up once after an update (this is it).
v1.2.5 (Initial Public Release)
How to install
Windows: download PZMM_1.2.5_x64-setup.exe below and run it. Windows will probably say it protected your PC, because the installer isn't code-signed yet. Click More info, then Run anyway.
Linux: PZMM_1.2.5_amd64.AppImage runs on any distro (chmod +x it first). On Debian or Ubuntu you can install PZMM_1.2.5_amd64.deb instead with sudo apt install ./PZMM_1.2.5_amd64.deb. Workshop downloads need lib32gcc-s1.
A server with no desktop: pzmm-linux-x64 or pzmm-windows-x64.exe is the command-line version, one file.
Already got PZMM? It updates itself: click Update and restart above the tabs.
You don't need the .sig files or latest.json; they're for the updater. SHA256SUMS.txt lets you check your download.
Warning
Early access pre-release. PZMM is still in development and hasn't launched yet, so you may run into bugs. Back up your saves before using it.
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste the diagnostics from Settings > About > Copy diagnostics (your user name is masked).
This release rolls up today's fixes (1.2.1 to 1.2.5). Sorry about all the updates today. A few things slipped through the cracks after 1.2.0, and I'd rather fix them straight away than leave you stuck with them. This should be the last one for a while: PZMM is in a really good place now, and future updates will be bigger and less often. Time for me to have a rest.
- New mods are easy to spot. Mods a profile hasn't seen yet get a New tag in My mods, so you can find them even after PZMM files them into a category.
- New mods stay at the bottom. In a profile with sections, newly installed mods could end up in the middle of the list, above a freshly made "Other" section. They now stay at the end, switched off.
- Workshop cards say Installed. After installing from Browse Workshop, the card now switches to Installed straight away, including for mods that were pulled in as requirements.
- Subscribing in Steam takes over. If you subscribe in Steam to a mod PZMM downloaded for you, PZMM now moves its own copy to the Recycle Bin and the mod shows as Subscribed. Steam keeps it updated from then on. Before, PZMM's older copy stayed and the game kept loading it.
- Browse Workshop sorting at the top. Sort by, Popular over, Posted and Updated now sit above the results, and searching keeps the sort you picked. Shelf cards on the Workshop home line up.
- Group by category is one click. It's a button next to Filters in My mods, and on a mod's right-click menu.
- Installs no longer freeze. Installing a Workshop mod while another was downloading could get stuck on "downloading 1 workshop item…" with every button greyed out until PZMM was restarted. PZMM now carries on as soon as each download finishes, so installs queue and finish one after another.
- Most popular of all time. Browse Workshop's Most popular sort has an All time option next to the day, week, month and year ones.
- Works with the new PZMM - Client Workshop mod. The mod tells PZMM what the game is actually running: the game version, the mods it loaded, and the server you're on. For now PZMM adds that to Settings > About > Copy diagnostics, so bug reports show what the game really loaded. More uses are coming. The mod is optional, and servers don't need it.
- Remove works on mods PZMM didn't install. Mods sitting in your
Zomboid/modsfolder that PZMM has no record of (added by hand, or by another copy of PZMM) can now be removed. PZMM can't download those again, so they always go to the Recycle Bin. Steam subscriptions are still yours to unsubscribe in Steam. - Removing several mods removes all of them. Right-click Remove on a selected mod used to remove only that one. It now removes the whole selection, and the question pops up in the middle of the window.
- You can see the server list loading. After you click List servers on Home, a bar shows while PZMM asks Steam.
v1.2.0 (early access pre-release)
How to install
Windows: download PZMM_1.2.0_x64-setup.exe below and run it. Windows will probably say it protected your PC, because the installer isn't code-signed yet. Click More info, then Run anyway.
Linux: PZMM_1.2.0_amd64.AppImage runs on any distro (chmod +x it first). On Debian or Ubuntu you can install PZMM_1.2.0_amd64.deb instead with sudo apt install ./PZMM_1.2.0_amd64.deb. Workshop downloads need lib32gcc-s1.
A server with no desktop: pzmm-linux-x64 or pzmm-windows-x64.exe is the command-line version, one file.
Already got PZMM? It updates itself: click Update and restart above the tabs.
You don't need the .sig files or latest.json; they're for the updater. SHA256SUMS.txt lets you check your download.
Warning
Early access pre-release. PZMM is still in development and hasn't launched yet, so you may run into bugs. Back up your saves before using it.
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste the diagnostics from Settings > About > Copy diagnostics (your user name is masked).
The all-in-one release: join modded servers with exactly their mods, host your own server, and look after your saves, logs and Java mods from one app.
Home
- PZMM now opens on Home, a launcher front page: the game's art with the profile or the picked server, a Play / Join button, and what matters at a glance (last server played, mods, problems, updates; or players, ping, map and build).
- Select a server, then click Join: Popular, Favourites, Recent and your own servers in one list, with locks on servers that need a password and how many of the mods each lists you still need. Popular is the last list kept; it asks Steam again only when you refresh it. Click it again or press Esc to go back to single-player.
- A status pill says what needs doing and does it: Fix for setup problems, Get mods for a server's missing mods, Manage for a server you host.
- Joining a server you're missing mods for asks first, listing every mod with its Workshop image and size (probable matches marked as best guesses you can untick), then makes the server a profile of its own. Your own mod lists are never touched unasked.
- Continue your latest save straight from the play bar when it uses this profile's mods, and a line when mods you've enabled need ZombieBuddy set up.
- The Indie Stone's latest news and patches, your mods updated since you last played (with their Workshop images), and the community's places on a note pinned to the page.
Join modded servers (the launcher)
- Join a server in Servers: an Internet list (on Windows through your running Steam, no key needed; elsewhere, or if you have one, a Steam Web API key), the game's own list, Friends, Favourites, History and Direct connect by IP:port or a
pzmm://joinlink (a link's address is only contacted when you press Look up). - Filter by build, mods (any, only ones I have, at most N to download), map, players, password, PvP and country; sort by players, ping or name.
- Server details: its mods resolved to Workshop items (installed, on the Workshop, probable, not found), rules, players and your past joins. A BattleMetrics link for its history.
- Set up and join downloads what's missing, puts the server's load order and maps in a profile of its own (your other profiles stay as they are) and starts the game connected. Join as is skips the setup.
- Untick a mod to skip it; mods the server marks as server-only or optional start unticked.
- A warning before you join when a mod was updated on the Workshop after the server last restarted, the usual cause of "version is different".
- Servers run from PZMM carry their exact mod list, load order and maps in their description, so PZMM players get a perfect match. Other servers are matched through a mod ID index of the whole Workshop that ships with PZMM.
- Before you join, a note when the server's maps overlap each other or need a map mod it doesn't list.
- History keeps the exact setup you joined with, so a known-good set can come back.
- Optional: server countries (asks api.country.is with the servers' addresses only), a notification when a favourite server comes online with room, and passwords kept in the system's credential store (or, where there's none, in secrets.json in PZMM's data folder).
Host a server
- New server… walks you through it: name, build (B42 or B41
legacy41), install folder, ports (checked free, with the firewall rule to copy), admin and join passwords, max players, public listing, memory (with guidance from your RAM) and mods from a profile or a collection. SteamCMD installs the server anonymously. - PZMM starts Java itself, keeps UPnP off unless you turn it on, and checks every Workshop ID before writing it (a bad one crashes the server).
- A server page with status, players, CPU and memory over the last 15 minutes, uptime and next restart; Start, Stop (saves first, and can warn players a minute before), Restart, Update server and switching build.
- Console: live log with errors, warnings, chat, admin and mod lines picked out and mapped to mods; chat and perk logs; a command list with forms for teleport, items, XP, vehicles, god mode, hordes, weather and time.
- Players: online, characters (with a map of where they are), whitelist, bans (account, SteamID, IP), voice mute, join history, notes and tags; messages with a preview.
- Mods: the server's mod list as a real list with Workshop titles, search, drag order, Autosort, who needs each mod (server only, both, optional), required items added for you, and Add to server from the Workshop browser. Covers what Mod Manager: Server does, and reads and writes its presets.
- Automation: when a mod updates, warn players in game (15, 5, 1 minutes), save, quit, update and start again, or wait until nobody is on. Daily restart times, restarts every N hours, scheduled saves, backups and broadcasts, crash restarts, and a 24-hour history. Call off a pending restart.
- Discord: webhook alerts (started, stopped, crashed with the last log lines, restarting, mods updated, joins and leaves) and a live status message; optional bot commands (
!status,!players,!restart,!save,!msg,!update-check) for a role you pick, and an optional two-way chat relay between the game's general chat and the bot's channel. - Settings: the
.inias grouped forms with the server's own descriptions and defaults, the sandbox (base game and mod options apart) with presets, spawn regions (offered for new map mods), a text editor, and Restore previous. - Backups: on start, before updates and on a schedule, with retention, export and import; one-click restore; warns about empty map files after a crash.
- World: copy a server's settings to a new one, wipe (keep characters and safehouses if you like), reset map areas, move in a co-op world, back up safehouses and zones, and save a start script.
- Existing servers: adopt configs in
Zomboid/Server, find LinuxGSM and Docker installs, reach any server over RCON, and edit a rented server's files over FTP (TLS by default; a host's self-signed certificate can be trusted by its fingerprint, and a changed one is refused until you confirm it). - No port forwarding? Set the address of a tunnel such as playit.gg and PZMM shows it where players need it.
- Keep PZMM in the tray so schedules and crash watch keep running with the window closed.
Mods and load order
- Filters for favourites, hidden mods, kind (framework, patch, map, UI, translation), your own tags and mods in your language; the filter and sort are remembered.
- Sort by date installed or enabled first; favourites at the top if you like.
- Select all (Ctrl+A), and enable or disable everything shown while leaving favourites alone.
- "Needed by" on each mod, and a question before you disable a mod others need.
- Load rules in Details (load first or last, after, before, incompatible, category), saved in Mod Load Order Sorter's
sorting_rules.txt; Autosort follows them. Sort A-Z and pinning a mod in place. - Import and export Mod Manager's and Mod Manager: Server's saved lists and the game's own presets; reads [B42] Mod Manager's favourites and hidden lists, and can keep favourites on and hidden mods off in every profile.
- Import a collection (or several links at once) with choices: only what you have, which mods of a multi-mod item to turn on, and items no longer on the Workshop listed.
- What's new tab: your Workshop mods updated since you last played, with all their change notes and a "May break saves" hint.
Maps
- The world drawn under the cell grid from each map's own world map, or your own image, lined up from two spots.
- Share codes, imports and snapshots carry the map order.
Saves
- Backups on launch, on exit, while playing and after a crash; named slots, copies, screenshots and a backup folder of your choice.
- Copy with my mods makes a new save with your mods; giving a save your mods shows the changes first.
- Edit an existing save's sandbox settings, with presets that also go in the game's Sandbox Presets folder.
- Recovery: remove empty map files, and reset zombies, animals or the clock and weather, each after a backup.
- See a save's characters and browse its databases read-only.
Check setup and logs
- Check setup now also finds: Lua
requires that point nowhere, Lua syntax errors, mod.info problems, duplicate mod IDs, game version limits, map mods that overlap or add the same map folder, Workshop items that are gone, hidden or unlisted, and repacks of another author's mod. - Server lines are checked for missing or late requirements, incompatible mods, wrong mod ID cas...
v1.1.1 (early access pre-release)
Warning
Early access pre-release. PZMM is still in development and hasn't launched yet, so you may run into bugs. Back up your saves before using it.
Found a bug? Report it on Discord or open a GitHub issue. Say what you did, what happened and what you expected, and paste the diagnostics from Settings > About > Copy diagnostics (your user name is masked).
Two fixes for 1.1.0.
- Mods stay on after starting the game. Build 42 empties its mod list the first time it starts after some game updates, unless a marker file is in
Zomboid/mods. PZMM now writes that marker before you play, and it no longer copies a list the game emptied that way back into your profile. If your mods were switched off, restore your profile's snapshot from before you launched. - Updates install over the copy you run. Updates could land in PZMM's default folder instead of the one you installed to, so your shortcuts kept opening the old version. Updates after this one install where PZMM is running from.

