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Hey Folks! Joker here! Come join the Fun(house)! A thriving community of gamers and a great server! JOKERS FUNHOUSE IP: 51.222.105.197 Port: 27180 Password: (no password) (...as in leave this field blank) Discord: https://discord.gg/u6xnfN7ezf SERVER FEATURES ○ Fresh Wiped on March 10th, 2023! *yesterday!* Water/Electricity are still ON! (join now!) ○ PvP or PvE (We have Safe Zones for players or beginners who do not wish to PvP and prefer to Build or PvE Only) ○ PvP = Shoot on Sight! (No RP) Raid anytime! (players can build basements to keep their loot safe when offline) ○ Join or Create a your Own Faction (Recruit 5+ members and you get a Private Hidden Discord Section) ○ Loot Respawns every 3 days IRL (real-time) ○ Plenty of extra Map Areas that tie into the Vanilla World, giving you new experiences and plenty of places to explore & loot. ○ Build Basements!. (keep your loot safe! even when offline) ○ Climb & Build LADDERS! ○ Populated Server! (always find groups or factions to join and players to play with (or against...)) ○ Modded to feel like Vanilla! (there's a good amount of mods, but they were selected carefully in order to keep the Vanilla-Feel of the game while adding some extra content) ○ ! IN-GAME EVENTS ! (examples: Special Cache Loot Drops (first to get to marked map location and fight their way out wins!) - Slaughter Sundays! (All Players Visible On Map for PvP MAYHEM every Sunday!) ○ 10x XP for Skills and Strength/Fitness! ○ Spawn in with Profession Items & Clothes (Police officers start with pistol; Lumberjacks start with wood axe; etc) ○ And More! ~ COME CHECK US OUT RIGHT NOW! ~ Signed, Joker
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Looking for a laid-back Australian Vanilla PZ Server? Look no further than -AU- Project Hazard, This is a Fast Growing Dedicated Australian Server that is looking for more Veterans and New players alike! We have a Discord server if you're interested, come say hello and make new friends along the way! We would love to have you join us! -Vanilla Server -XP Buff Weekends -PvP/PvE -Factions -24hr Loot Respawn -Australian Server -Delete Trash in Bins -New Player Friendly! Discord: https://discord.gg/uhGsYdNGZ9 PZ SERVER IP: 176.57.135.57:30000
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Welcome to our small and friendly gaming community. Founded in late 2022 by a couple of friends who wanted to play Project Zomboid with some Map mods along with some QoL mods. Thus NuperGaming was born, We have spent some time tweaking the server to add more challenges for the experienced and the novice players. The settings are still being tweaked slightly. There is always room from improvement if you have any suggestions feel free to let us know on discord. Some of our current settings are as follows: Max Players: 32 Basic Starting Gear - Lantern, School Backpack, Bottle of water, Baseball Bat Day Length - 2 hours XP - 2.0 PvP - Disabled Loot respawn - Weekly Loot - Rare Safehouse - 1 day - Truly Safe Faction Creation - 5 days Nights: Darker Transmission - Bite Only Zombie population - High Expanded Helicopter Events - Enabled Horde Nights - Every 30 days(Will be Tweaked) Free Trait Points - 30 Auto restart on mod update Fresh Map 25/11/2022 Some Mods Full List on the link Below: Maps - Bedford Falls Raven Creek Trelai & many more... Mods - Rv Interior Basements Mod Autostar Trailers Brita Weapons & Armor Stalker Armor Horde Nights(Every 30 Days) Expanded Helicopter Events Server Points - Lots of Items More being added & many more... Full List: https://steamcommunity.com/sharedfiles/filedetails/?id=2891968383 Connection Info - Server IP - 23.175.144.170 Port - 16261 Dont Forget to Join us on Discord! https://discord.gg/mU9ArGdhAY
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𝙏𝙃𝙀 𝙀𝙉𝘿 𝙄𝙎 𝙉𝙀𝘼𝙍, 𝘼𝙍𝙀 𝙔𝙊𝙐 𝙍𝙀𝘼𝘿𝙔 𝙁𝙊𝙍 𝘿𝙊𝙊𝙈𝙎𝘿𝘼𝙔? 𝙅𝙊𝙄𝙉 𝙀𝙉𝘿𝙇𝙀𝙎𝙎 𝙍𝙀𝙇𝙀𝙉𝙏 𝙏𝙊 𝘾𝙃𝘼𝙇𝙇𝙀𝙉𝙂𝙀 𝙔𝙊𝙐𝙍𝙎𝙀𝙇𝙁 𝙄𝙉 𝙏𝙍𝙐𝙀 𝙕𝙊𝙈𝘽𝙄𝙀 𝙎𝙐𝙍𝙑𝙄𝙑𝘼𝙇. 𝙏𝙃𝙄𝙉𝙆 𝙔𝙊𝙐 𝙂𝙊𝙏 𝙒𝙃𝘼𝙏 𝙄𝙏 𝙏𝘼𝙆𝙀𝙎? 𝘾𝙊𝙈𝙀 𝘽𝙐𝙄𝙇𝘿, 𝙀𝙓𝙋𝙇𝙊𝙍𝙀, 𝘼𝙉𝘿 𝙈𝙀𝙀𝙏 𝙊𝙏𝙃𝙀𝙍 𝙎𝙐𝙍𝙑𝙄𝙑𝘼𝙇𝙄𝙎𝙏𝙎! 𝙒𝙃𝘼𝙏 𝘼𝙍𝙀 𝙔𝙊𝙐 𝙒𝘼𝙄𝙏𝙄𝙉𝙂 𝙁𝙊𝙍? 𝙉𝘼𝙈𝙀: Endless Relent (𝐈𝐏: 51.161.86.231 𝐏𝐨𝐫𝐭: 27315 ) https://discord.gg/Ze2fTgvPwa 𝙊𝙪𝙧 𝙨𝙚𝙧𝙫𝙚𝙧 𝙞𝙨 𝙗𝙚𝙜𝙞𝙣𝙣𝙚𝙧 𝙛𝙧𝙞𝙚𝙣𝙙𝙡𝙮, 𝙬𝙞𝙩𝙝 𝙖 𝙩𝙤𝙪𝙘𝙝 𝙤𝙛 𝙗𝙖𝙡𝙖𝙣𝙘𝙚 𝙩𝙤 𝙞𝙢𝙥𝙧𝙤𝙫𝙚 𝙩𝙝𝙚 𝙨𝙚𝙣𝙨𝙚 𝙤𝙛 𝙧𝙚𝙖𝙡𝙞𝙨𝙢, 𝙖𝙨 𝙖 𝙘𝙤𝙪𝙧𝙩𝙚𝙨𝙮 𝙫𝙤𝙩𝙞𝙣𝙜 𝙛𝙤𝙧 𝙢𝙤𝙙𝙨 𝙤𝙧 𝙗𝙖𝙡𝙖𝙣𝙘𝙚 𝙩𝙤 𝙗𝙚 𝙖𝙣 𝙖𝙙𝙙𝙞𝙩𝙞𝙤𝙣 𝙩𝙤 𝙩𝙝𝙚 𝙨𝙚𝙧𝙫𝙚𝙧 𝙞𝙨 𝙬𝙚𝙡𝙘𝙤𝙢𝙚, 𝙩𝙝𝙞𝙨 𝙞𝙨 𝙖 𝙨𝙖𝙣𝙙𝙗𝙤𝙭 𝙖𝙣𝙙 𝙄 𝙬𝙖𝙣𝙩 𝙮𝙤𝙪𝙧 𝙚𝙭𝙥𝙚𝙧𝙞𝙚𝙣𝙘𝙚 𝙩𝙤 𝙗𝙚 𝙩𝙝𝙚 𝙗𝙚𝙨𝙩 𝙝𝙚𝙧𝙚 𝙖𝙩 𝙀𝙣𝙙𝙡𝙚𝙨𝙨 𝙍𝙚𝙡𝙚𝙣𝙩.
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Hey there, since I don't like Steam very much, I'd like to distribute the mods I develop for my server without Steam. Of course, I want to avoid that players have to do download the mods by theirself externally, so I thought about adding a script which let the client receive the required mod files/meta from the host itself instead of Steam (or even another server to conserve game servers resources). I'm just wondering if this is even possible, since it would require a server-side lua script clients doesn't have yet which would break the checksum validation. Also de clients have to request/accept the file transfer somehow of course. So I'm looking for a possibility to execute the lua script before the checksum validation occurs and send the files through the excepted stream, the client excepts and there accepts. Maybe a simpler possiblity would be to use at least one workshop mod which holds the mod downloader script only. This way, no checksum mismatch should occur and there would be an interface on both sides of the line, so sending/accepting the data shouldn't be the problem. It might also increase the hurdle for use on pirate servers (at least somewhat), because of the requirement to use at least that one workshop-distributed mod. I'm sure there are some possible solutions by using sh, php, etc, but I'd like to make this operable on hosted gaming servers as well. Usually you have no permission to execute arbritrary scripts there. (I use one of them for PZ myself as this is way cheaper than using a common/private servers for game hosting) So before I spend hours trying to figure out that this is absolutely impossible, I thought I'd first ask here, what do you think and/or know about possible restrictions. Just another spontaneous thought about possible uses I guess such a downloader script could also allow to rollback workshop mods client-side, if necessary, to prevent the issue where joining is impossible, due to newer mod files than on server-side (which is very common on servers with dozens of workshop mods...) Also servers which have to be restarted every 1-2h to allow clients to join anytime without waiting for the next restart are really annoying. I mean, updating mods once per day or two would be more than enough, I think. This shouldn't be a problem, because any downgraded (workshop) mod should receive the latest version again from SteamCMD, as soon as they are required when attempting to join another (or the restarted) server. Just not sure about any integrity checks like reading manifest etc. The longer I think about it, the more other use cases I can imagine... Thanks in advance and best regards, stuck1a
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Good Morning all, I am having some performance issues with my gtxgaming dedicated server. This issue only occurs when there are a lot of my friends in the server and while either fighting hordes of zombies or while traversing around the hordes in vehicles. Quick Info about the server; Slots = 12 (Average 10/11 slots used at peak time) Memory allocation =12GB Hard drive = SSD CPU = 4.6ghz (8Cores/16Threads) Currents Mods on Server All of KI5 Vehicles, 5x XP from Exercise Admin More Tiles, Organized Literature Mod Arsenal(26) GF Mod, Authentic Z AutoStar MotorClub AutoStar Trailers,Autostar Tuning Bus Autostar Tuning Atelier -[Dadge Steals, Fjord Mustard and Jaap Wrungel] Playable Guitar Mod Become Desensitized Bedford Falls - [MAP addon] Befs professions and traits Better belts Better sorting Better Towing Blackwood - [MAP addon] Brita's Weapon Pack Brita's Armor Pack Combat Text Containers Crematorium Daddy Dirkie tiles Danger Moodes [Cold and Flu) Danger Moodles (insanity) Dragon Slayer Dylans Tiles Pack Easy Config Chucked Ekron - [MAP addon] eris_minimap Extra Map Symbols Fix XP View (Build41) Fort Benning - [MAP addon] Grapeseed - [MAP addon] Invisible Clothing Patches Item Tweaker API - Still Works in Build 41.65 Jump Through Windows Just throw them out the window Ladders Lone Wanderers saving grace Map Legends UI Map Symbols Size Slider Minimal Display Bars Mod Manager Mod Options (Build 41) Moodle Fractions Moonshine More Seats (Van and Stepvans) More Traits NightVision API Night Vision Goggles Pitstop - [MAP addon] Player Traps Mod Profession Framework Rain Wash Raven Creek - [MAP Addon] Repair any clothes Repair metal weapons Rifle sling fix Save out station Scooby Doo mystery machine Share your map symbols Simple playable pianos Snow is water Soul Flichers Building time Soul Flichers Cooking time Soul Flichers Exploring time Soul Flichers Drinking time Soul Flichers Farming time Soul Flichers Foraging time Soul Flichers Learning time Soul Flighers Turning time Spear Traps Tactical Weapons 41.65 Teha's Zomboid Expansion The only Cure BETA - UI update The workshop Throttlekittys tiles Time to cook True Actions - Dancing Tsars Common Library [MP updated] Undead Survivor Vilesprings M113a1 [B41] Weapons Condition Indicator [41.60+] Wringout Clothing Zombie Cure medical cocktail [41.65+] Alternative Crosshair Cheat Menu V2.9.1 Skill Recovery Jornal 1993 American Vehicle Pack fhqwhgads Vehicle Pack - The motor Zone Professional Framework Build 41 Patch Reliant Robin Mk2 STALKER Armour Pack Behicle Spawn Zones Expanded UH-60 Black Hawk Better Lockpicking GEAR - Graphic Equipment Appearance Rig Mod Manager: Server Two Weapons on Back Two Weapons on Back With Brita's Armour Pack Over the River - [MAP Addon] Over the River second route - [MAP addon] More Builds Random Zombies Server settings Zombie amount = Very high Population multiplier = 3.0 Population start multiplier = 2.0 Population peak multiplier = 2.0 Respawn hours = 30.0 Respawn unseen Hours = 16.0 I am unsure whether the server does not have enough RAM to support 11 players with all these mods running and the high zombie settings. I have searched through the browser console with not much luck. Any ideas would be greatly appreciated and if you require any further info I shall try my best to get it. Many thanks, Hunter
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hey FOR ALL LINUX SERVER OWNERS i made a systemd service that works with 64-bit PZ. If you aren't familiar with systemd, it's the process manager that most modern linux distros use. I have tested this on a server with an already-active save folder (I ran the start-server.sh script first, then started using this method). The service file should look like this: Replace [USER] with the user that first executed the server (it might be steam), otherwise the server will prompt for a nonexistent admin account, then quit without loading the world. Replace [DIR] with the *absolute* path to your "Project Zomboid Dedicated Server" game directory (i.e. /home/user/.steam/steamapps/common/Project Zomboid Dedicated Server). Save the file as pzserver.service, then copy it to /etc/systemd/system. Reboot systemd: systemctl daemon-reload Start the server: systemctl start pzserver Check its status: systemctl status pzserver. You should see a green active status with terminal output similar to that of start-server.sh. To stop the server: systemctl stop pzserver. This will kill it immediately, so make sure to save it first. I recommend using RCON for sending commands like "save". To restart the server: systemctl restart pzserver. This is the same as stop then start. To make the server run at bootup: systemctl enable pzserver. Here is an RCON client that will work with PZ: https://github.com/n0la/rcon. If you have not installed this, the "ExecStop" lines with rcon should be removed. The service should still work, but the server will stop ungracefully. With autosave this shouldn't be an issue but keep in mind some things may break if you shut down with players online. You can easily integrate these commands with any scripts or admin tools you have written. Happy admin-ing
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So we have a friend who is able to host the server on a unused server at his work, and since we use about half a dozen mods they update every so often forcing a restart. I can shutdown the server in game but I can't restart it in game, even if you hit quit in the server console the exe is still in the background, and we have both been trying to find a way to restart the server automatically with a scheduled task so we do not have to bug him to restart it each time. Does anyone have any ideas?
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41.65 No mods Does not crash, but Exception happens each tick, causes cars to not function, admin car spawn option does work, VHS tapes dont play, cant break down barricades etc. Server Brutality [ENG], server has been running for 3 weeks with no wipes, restarting the server seems to fix the issue. ERROR: General , 1641020613172> 1 261 478 001> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getX()" because "<local2>.square" is null at GameServer.sendRemoveItemFromContainer line:4258. ERROR: General , 1641020613172> 1 261 478 002> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getX()" because "<local2>.square" is null at zombie.network.GameServer.sendRemoveItemFromContainer(GameServer.java:4258) at zombie.inventory.types.Food.destroyThisItem(Food.java:1717) at zombie.inventory.types.Food.updateRotting(Food.java:456) at zombie.inventory.types.Food.update(Food.java:338) at zombie.iso.IsoCell.ProcessItems(IsoCell.java:2890) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5710) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5664) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3334) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3262) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1666) at zombie.gameStates.IngameState.update(IngameState.java:1367) at zombie.network.GameServer.main(GameServer.java:890)
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It looks like the dedicated server (https://steamdb.info/app/380870/)is set to the wrong branch (IWBUMS). I'm on Ubuntu Server 16.04 and there is a client server mismatch when a steam version client attempts to connect to this dedicated server. I am using steamcmd to keep the server up to date. Steam version client is running 39.66.3. (ran integrity check already) Steam version server is running 37.67.3 (IWBUMS??). I am on the normal branch and am using `./steamcmd.sh +login anonymous +app_update 380870 validate +quit` as my update command. Thanks in advance.
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So what's the procedure switching from Steam to a dedicated server? I set the dedicated server up, copied the sandbox and config files, then I copied the server map files and etc. Is there anything else I need to do? I explained to my friends how to copy their map_p file for the player character but it seems extremely buggy and laggy after switching. Like the map isn't loading properly for them, and for one person in particular, there was a delay of about 3 minutes for any text to display in chat, actions were slow, etc. Not sure if I missed a step or need to start a new server.
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Hey there! I've started a Multiplayer Dedicated server on Project Zomboid for playing with my friends without requirement of inviting them, so they can get in, but when I give myself admin from console, I have infinite carryweight and I can easily move very fast Items on my inventory and I don't want to have it. I have limited carryweight on backpacks, but I have infinite carryweight on normal Inventory. Is there any way, or command to stop having this Infinite Carryweight?
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Having issues setting up a dedicated server, i made my server using the host button and renamed the ini's servertest, on startup however the window closes after failing a workshop mod download. any help is much appreciated, id really like to get a server up and running
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Hi, In hosted multiplayer game mode, admin can use "soft resert" for reload world (keep construction and player). How I can do that in Dedicated Server (linux) ? Thanks
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I have question (in french follow), Question1 : I launch my 24/7 dedicated serveur in SSH (in screen command). When update come, I turn of the server with Command+C, U update it with steamcmd, and relauch server. This is the right way ? Because each time I do that, Safehouse are reset, and zombie can spawn (they not here before server stop). Question 2 : Can I juste "reload" server without stop brutally with Command+C after update ? FR : Question 1 : Je lance mon serveur en SSH (avec screen). Quand il y'a une mise à jour, je coupe le serveur avec un Command+C pour tuer le processus. Je lance l'update aec steamCMD, et je relance le serveur. Est-ce la bonne méthode ? car à chaque fois, les abris revendiqués sont reset et des zombies spawn a des endroits où il n'y avait rien avant l'arret du serveur. Question 2 : Peut-t'on mettre a jour le serveur à chaud. Genre on lance l'update via steamCMD avec le serveur qui continue de tourner, et une fois à jour, ça "poke" les client qui doivent se reconnecter avec le bon client ? Merci/thanks
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Hey guys, Reinstalled the Dedicated Server on a fresh Ubuntu 14.04 instance through steamcmd, everything was going swimmingly until I attempted to run the start-server script. I'm getting a hang and unresponsive server after the 'SteamUtils initialised correctly' line. Any thoughts? Forgive me if this has been solved already, searching the forums didn't bring up any fixes. Console output here: 64-bit java detectedpzexe: about to run java hack to locate libjvm.so...pzexe: executing "java -classpath pzexe.jar -Djava.library.path=. zombie.pzexe"pzexe.java: loading shared library "pzexe_jni64"JVM=/usr/lib/jvm/java-7-openjdk-amd64/jre/lib/amd64/server/libjvm.sopzexe config file: /home/rich/Steam/steamapps/common/Project Zomboid Dedicated Server/ProjectZomboid64.jsonpzexe: mainClass: zombie/network/GameServerpzexe: classpath: -Djava.class.path=java/:java/jinput.jar:java/lwjgl.jar:java/lwjgl_util.jar:java/sqlite-jdbc-3.8.10.1.jar:java/uncommons-maths-1.2.3.jarpzexe: vmArg (json) 1: -Xms2048mpzexe: vmArg (json) 2: -Xmx2048mpzexe: vmArg (json) 3: -Dzomboid.steam=1pzexe: vmArg (json) 4: -Dzomboid.znetlog=1pzexe: vmArg (json) 5: -Djava.library.path=linux64/:natives/pzexe: vmArg (json) 6: -XX:-UseSplitVerifierpzexe: using jvm "/usr/lib/jvm/java-7-openjdk-amd64/jre/lib/amd64/server/libjvm.so"SVN REVISION 964versionNumber=Early Access v. 32.30 demo=falseserver name is "servertest"Loading networking libraries...SteamUtils initialised successfully
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Hey Guys! This is my first post, so let me say I'm glad to be here. I hope everyone are doing well and kicking Zeds' arses I run a public dedicated server and we've noticed that although I set up Transmission to None (3) in default servertest_SandboxVars.lua file, we're being still infected and killed with i.e. Bites. Here is the entire file: Maybe I'm missing something I don't know... Everything else seems to be working fine, server is connectable from the outside, visible on public list, but I have this struggle for few days already. Anyone had luck with turning off Transmission/Zombification I've installed the server by using: zomboid@myserv:/home/zomboid/new$ cat myinstaller.sh./steamcmd.sh +login viper_8809 +force_install_dir /home/zomboid/new/Zomboid_server \ "+app_update 108600 -beta onlinetest validate"\ +exitRunning up-to-date 31.13 version. Bonus question:
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- servertest
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Hello, I have rented out a server with high performance for players to enjoy, the server is 24 slots and is vanilla. The IP is: 85.190.160.128 The port is: 16261 (Default Port) Server is located in Germany, Europe! BUILD: 30.16 RULES: 1. DO NOT USE ANY SORT OR FORM OF EXPLOIT. 2. Be friendly to the other players. 3. Don't mess with other peoples stuff unless you know them well enough and they allow it. 4. Don't spam, but that doesn't mean you can't use global chat. Feel free to use it as much as you want. 5. Preferably don't set houses on fire unless you have a real good reason to do it. IMPORTANT: THE SERVER IS WHITELISTED. TO JOIN, FOLLOW THE STEPS BELOW In order to join, answer these questions on this forum. -What username would you like?** ex. "BambiJuice" -Why do you want to join this server?** (Give me a good reason for me to add you) -Do you play Project Zomboid often? ex. "Yes, I play it every day for 1-2 hours" -Have you read the rules and accept these rules?* -What is your steam id?* (http://steamidfinder.com/) ex. STEAM_0:1:34439117 -Do you have a story for your character? (OPTIONAL) IF YOU GET ACCEPTED, I WILL SEND YOU A PM WITH A RANDOM PASSWORD AND YOUR PREFERED USERNAME. YOU CAN CHANGE YOUR PASSWORD IN-GAME! NOTE: It can take up to 24 hours to get accepted, I'm the only one doing the paperwork!