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v1.2.0 (early access pre-release)

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@github-actions github-actions released this 12 Oct 08:49
· 58 commits to main since this 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://join link (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 .ini as 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 case and a build different from yours.
  • One check before Launch game, Join and starting a server.
  • Read the log: the game's and servers' logs, each error once with its trace and the mods it points at, with search, errors only and follow. Find the broken mod starts with the mods the log blames.

Java mods

  • Every Java file your enabled mods bring is hashed, checked for its signature and scanned before ZombieBuddy loads it: network, processes, files, native code, hidden code. Mod folders, Lua, the game folder and launch options are checked too.
  • Detects other loaders (Leaf, Avrix) and scans what they load.
  • Looked at it silences a warning until the file changes.

Make a mod

  • A new Make a mod tab: checks a mod or upload folder the way the game and the Workshop uploader will (mod.info, the B41 and B42 layouts, refused file types).
  • Builds the Workshop upload folder: workshop.txt, a 256×256 preview from your poster and a clean copy of the mod.

Settings and app

  • Settings is laid out like Servers: a list of sections down the left (Folders, Downloads and updates, Accounts and keys, Removing and backups, Appearance, Launch and notifications, Performance, About) and the open section's cards beside it.
  • Profiles: a new profile starts empty for the same game (Duplicate copies one); remove server profiles you no longer use in one go; delete one from the profile menu, or right-click any profile to switch to it, rename, duplicate or delete it. Games and server profiles are grouped under clear headings.
  • Faster: Home and Servers open at once with what they last showed, Check setup no longer holds up other work, and a server's mods are worked out when you point at it.
  • A Performance section: the game's memory with a suggestion, Java options and garbage collector, PZ_Optimization install and update, and the mods that slow loading most.
  • Per-profile game arguments and a game folder of its own; GOG copies are found.
  • Start PZMM in the tray when you sign in; desktop notifications for server crashes, restarts, finished downloads and favourite servers.
  • Every confirmation appears inside the app.
  • Command line: pzmm server create/start/stop/status/console/log/backup, pzmm servers, pzmm news, pzmm check-mod, and --json on the read commands.
  • Includes the fixes from 1.1.1.