Project Zomboid
A heavily modded save on a private eight-slot server, running since build 42. The short version of what makes it different: a proper vehicle fleet, guns that behave like guns, a cooking system worth the time it takes, and an interface rebuilt from the ground up — 72 mods deep, all of it tuned to keep the world hostile rather than convenient.
- Server
- Gecko's Zomboid
- Build
- B42.20
- Map
- Muldraugh, KY
- Mods
- 72 IDs · 64 Workshop items
- Slots
- 8
- Updated
- 14 Sept 2026
The server is private — it's a fixed group, not an open server. The modlist is here because people ask what they're looking at, not as an invitation.
What you're looking at
The changes you'd actually notice watching, rather than the full list.
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'78 AM General M35 Series
The military trucks. The M35 and the rest of the fleet are why the convoy shots look nothing like vanilla.
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Guns of Marz
Most of the guns you'll see. Recoil and handling that make a firefight a decision rather than a click.
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Project Cook
Cooking is a whole system now, not a menu. A surprising amount of base time goes on the kitchen.
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PZ Map
The map overlay in the corner, and the reason nobody gets lost any more.
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Combat Text
Damage numbers on screen — you can watch a fight going badly in real time.
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Realistic Temperature
Temperature actually matters here. Winter is a different game to summer.
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Neat Rocco's UI
Most of what's on screen. The interface has been taken apart and rebuilt.
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Craftable Military Fences
The fences around the base are craftable, which is most of why it looks like that.
House rules
The settings that decide how the game plays, and why they're set where they are.
- Most of them shamble. Some of them don't.
-
Zombie speed: random · roughly 1 in 100 sprints
The odds are good until they aren't. You can hear the moment a fight changes — one of them moves differently and a routine clear becomes a run for the car.
- It gets worse for the first three months
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Population starts at 0.8× and peaks at 1.35× on day 90
The world opens quieter than a default game and climbs for ninety days. Week one is not what the run looks like. Early confidence is the thing that gets people killed on day forty.
- Building is fast. Fighting never gets easy.
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Carpentry, electrical, welding, mechanics ×4 · combat skills ×1.5 · fitness and strength ×1
Nobody wants to watch someone hammer planks for an hour, so the base moves quickly. Combat deliberately doesn't — two hundred days in, the character still swings like someone who worked in an office, and a group of five is still a real problem.
- Plenty of guns. Not much to put in them.
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Ranged weapons ×1.2 · ammunition ×0.5 · military crate spawns removed
Finding a rifle feels great right up until you count the rounds. Every shot is a decision with a cost, and the noise brings company from streets away.
- One swing, one zombie
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Multi-hit disabled
No crowd-clearing sweeps. Numbers actually mean something, and a doorway is worth more than a weapon.
- A bite is fatal, and it takes its time
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Blood and saliva transmission · two to three days to turn
There's no cure and no argument about it. What there is, is a couple of days to get the gear home, write the note and hand over the keys. That's usually a better story than dying on the spot.
- The lights go out on day twelve
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Power fails day 12 · water day 16
Both sooner than standard, and usually before the base is ready. Generators and rain collectors stop being a project for later at about day eight.
- Generators drink, and engines carry
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Generator fuel burn ×2 · engine noise ×1.2 · fuel stations start emptier
Power is a supply line, not a switch. Every fuel run is a loud vehicle going somewhere it hasn't been cleared, which is exactly where the interesting things happen.
- Nobody sleeps
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Sleep disabled
It's a shared server, so no one can fast-forward the dark for everybody else. Night has to be lived through, indoors, with the lights off.
- Three real hours is one day in Knox County
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Day length: 3 hours
Roughly one in-game day per stream. It means a night that goes badly costs an entire session, and it's why the panic when the sun starts going down is genuine.
Recent streams
The full modlist
65 modsLoad order runs first to last; later mods override earlier ones. Five Workshop items ship more than one mod ID, which is why 64 items produce 72 mod IDs.
- 6 Libraries & frameworks
- 2 Weapons
- 7 Vehicles
- 3 Vehicle systems
- 12 Items, gear & world content
- 2 Crafting & cooking
- 15 Gameplay systems & quality of life
- 11 Interface
- 7 Late overrides & fixes