Field manual
Server guide
How Zomboid N Relax works, from the world settings to the economy. Every number here comes from the running server, so if something does not match what you see in game, one of the two needs fixing.
Start here
Introduction
Zomboid N Relax is a Project Zomboid B42 multiplayer server built around one idea: surviving should be achievable, and everything beyond surviving should cost you something. Food, water, bandages and seeds are cheap. Guns, armour, generators and vehicles are not.
The centre of the server is the Community Center, a converted market on the water in Riverside. Fourteen vending machines there sell almost everything the world can give you, and two of them buy your loot back. It is the one place you can rely on: no wandering trader, no scheduled event, just a building that is always open.
- PvP exists, but you have to switch it on. Fights happen when both sides agree.
- Towns refill. Clearing a city buys you days, never safety.
- The world clock only runs while somebody is online, so nothing rots while you sleep.
- Wipes happen every four to eight weeks.
The setting
Lore and timeline
The setting is Project Zomboid's own: Knox County, Kentucky, July 1993. The military cordon around the Knox Event is holding on paper and failing in practice. Radio still carries the Automated Emergency Broadcast, and it still tells you to stay indoors.
What the server adds to that is small and deliberately unglamorous. Somewhere in the first weeks after the cordon closed, the county's emergency administration set up a distribution point in a fish market on the Riverside waterfront, because it had cold storage, a loading bay and one road in. Supply drops were logged, rationed and dispensed through requisition machines so a single clerk could run the place. Then the clerks stopped coming.
The machines kept working. They still take the county's own scrip, the coins you find on the dead, and they still refill from a depot nobody has seen. Survivors call the building the Community Center because the sign out front says so, and because calling it anything else would mean admitting who put it there.
| When | What |
|---|---|
| 9 July 1993 | The world starts here. The cordon is days old and the power is still on. |
| Around two weeks in | Electricity fails. |
| Around two weeks in | Water pressure fails. |
| Day 40 and after | The dead are at their thickest. Whatever drew them into the county has finished arriving. |
Connecting
How to join
The server is open. There is no password, no whitelist and nothing to apply for.
- 01In Project Zomboid, choose Join Server, then Add Server.
- 02Enter the address and port shown on the home page.
- 03The first connection takes a few minutes: the server sends its full mod list and your client loads it.
- 04Optional, but worth it: join the Discord for wipe dates and announcements.
Settings
The world
The world is tuned to be survivable rather than gentle. The important departure from the defaults is that the world does not stay cleared: zombies come back, loot comes back, and the population climbs as the wipe goes on.
- Day length
- 2 real hours
A full 24 hour cycle, of which roughly 30 minutes is night. One in-game hour is five real minutes. The clock only runs while someone is online.
- Sleep
- Disabled
Time does not skip. Night is something you plan around, not something you sleep through.
- Zombie population
- 0.65 base, peaking near 1.14x around day 40
A gentle base for a small player count that tightens as the wipe goes on.
- Sprinters
- 10 percent
Rare, but they exist. Do not assume a shambler.
- Zombie respawn
- On, low
First refill after roughly six hours of play, five percent of the original count per cycle, and only in areas nobody has visited for about two hours. Clearing a town buys you days, never permanence.
- Loot respawn
- Roughly 20 hours of play
Containers refill, but never where players have been in the last four hours or so.
- Firearms
- Less common than vanilla
Ranged weapon loot was reduced because guns were spawning twice as often as food.
- Fuel
- Pumps are finite but never empty at wipe
Every station starts with at least 35 percent. Once the pumps run dry, petrol cans are always in stock at CarAParts.
- Vehicle speed limit
- 150
Raised from the default so the faster vehicle tiers are actually worth buying.
- Corpses
- Cleared after 72 in-game hours
Keeps performance sane after a large fight.
Money
Economy
There are two currencies and they behave differently on purpose. Change is cash: you find it on corpses and you earn it selling loot. Tokens cannot be farmed at all; they only come from milestones. That means there is always something out of reach no matter how long you play.
| Change ($) | Tokens | |
|---|---|---|
| Earned by | Zombie drops, selling at PrawnStars | Milestones only |
| Maximum held | $5,000 | 60 |
| Can you grind it | Yes | No |
Zombies drop coins around one time in five, five to twenty-five at a time. Active play works out at roughly twenty to thirty dollars an hour. That figure is calculated from the drop rates rather than measured in the field, so treat it as a guide.
| What | Price |
|---|---|
| Food, water, bandages, seeds | $0.50 to $6 |
| Tools, clothing, ammunition | $15 to $35 |
| Firearms, armour, large backpacks, generator | $80 to $250 |
| Explosives, tier 4 skill books | $400 to $1,200 |
| Cars: budget, standard, rare | $600 / $1,300 / $2,600 to $4,000 |
| Exclusive cars (Porsche, GT-R, DeLorean, Range Rover) | 30 tokens |
| Military vehicles (M35A2, Humvee) | 45 tokens |
Milestones pay out once per wipe: playtime across eight steps from fifteen minutes to forty hours, zombie kills across seven steps from one hundred to twelve thousand, and sprinter kills across three steps. Clearing all of them gives 53 tokens, against a cap of 60. That is enough for one military vehicle, or one exclusive car plus one endgame item. Never everything.
Trading post
The Community Center
Every machine is in one building in Riverside. Each has its own stock and its own refill timer, so a machine you emptied yesterday is worth checking again tomorrow.
| Machine | Sells | Refill |
|---|---|---|
| GoodPhoods | Tinned food, water, purification tablets | 24 h |
| CSVPharmacy | Bandages, disinfectant, painkillers, sutures, splints, antibiotics | 36 h |
| PittyTheTool | Hammer, saw, crowbar, shovel, nails, rope, duct tape | 48 h |
| HardWear | Clothing, armour, ALICE packs and large backpacks | 48 h |
| FinalAmendment | Melee weapons, nine calibres of ammunition, pistols, shotguns, rifle | 72 h |
| CarAParts | Engine parts, jerrycan, battery, tyre tools, petrol cans | 48 h |
| RadioHacks | Batteries, generators | 60 h |
| MichellesCrafts | Paint, materials, sewing kit | 48 h |
| Phish4U | Fishing rods, tents, lighters, matches | 48 h |
| HoesNMoes | Seeds, compost, animal supplies, traps | 48 h |
| ShedsAndCommoners | Skill books, tiers 1 to 4 | 48 h |
| WrentAWreck | 39 vehicles, 14 to 20 on the lot per delivery | 72 h |
| PrawnStars and Collectors | These buy from you | n/a |
| TraiterJoes and BudgetXPerience | Traits, XP, boosts | 120 h |
Stock depth follows how much a thing matters: twelve to twenty-five of a consumable, six to sixteen of basic gear, two to five of good gear, one or two of the best, and exactly one of any given vehicle.
Other players
PvP and safety
PvP is on, but the safety system is on with it. Safety starts enabled, and you cannot hurt another player until you turn it off. Switching it off takes two minutes to take effect and three minutes to cool down again, so nobody can flip it mid-swing.
In practice that means a fight needs both sides to have made a decision. If you want nothing to do with PvP, leave safety on and it will not happen to you.
- PvP
- Enabled, with a safety toggle
Safety is on by default. You have to switch it off to hurt another player, it takes two minutes to take effect and three minutes to cool down. Fights happen when both sides choose them.
- Safehouses
- Players can claim
Claim a building and it is yours.
- Factions
- Enabled
Start a group or keep to yourself.
- Co-op
- Allowed
Groups
Factions and safehouses
Both systems are switched on. You can claim a building as a safehouse and you can start or join a faction.
There are no extra restrictions on top of what the game enforces. No size limit, no application, no territory system beyond safehouse claims. Sort it out between yourselves, and take it to Discord if it needs sorting out with help.
Conduct
Rules
Most of what matters here is enforced by the server itself rather than by a rule you have to remember. PvP needs consent from both sides, because safety has to be switched off before anyone can be hurt. Safehouse claims are respected by the game, so a claimed building is not yours to enter.
Beyond that: play in good faith and do not be the reason someone stops logging in. If something does go wrong, Discord is where it gets sorted.
First hours
Beginner's guide
- 01Do not head for the Community Center empty handed. You need money to use it, and money comes from the dead.
- 02Kill carefully and search bodies. Around one zombie in five carries coins.
- 03Loot a house for a bag, a weapon and water before anything else. A large backpack is the single biggest early upgrade and you can buy one at HardWear.
- 04Sell what you will not use at PrawnStars. Hoarding is the most common early mistake on a server with a shop.
- 05Spend on survival first. Bandages, antibiotics and water cost almost nothing here, and dying is what actually sets you back.
- 06Only then look at a car. The cheapest tier is a few hundred dollars and it changes how far you can range.
Field notes
Survival tips
- One zombie in ten is a sprinter. Never assume a shambler from the silhouette.
- You cannot sleep through the night here, so plan for darkness rather than skipping it. A full day and night is two real hours, of which about half an hour is dark.
- Fuel pumps are finite. They start at least a third full at wipe and are never refilled, so from the middle of a wipe onwards your petrol comes from CarAParts.
- Guns are deliberately rarer than in vanilla. Melee is the default, not the fallback.
- Cleared towns refill slowly, and only where nobody has been for a couple of hours. If you want a quiet street to stay quiet, keep using it.
- Containers restock roughly every twenty hours of play, but never where players have just been. Coming back later works; camping does not.
- Antibiotics are on the shelf at CSVPharmacy. An infected scratch is a shopping trip, not a death sentence.
Map
Places worth knowing
The Community Center in Riverside is the trading post: every vending machine, the vehicle lot and both buyers are there. It is on the waterfront in a converted fish market, and the sign out front still says Community Center.
Everything else on the map is Project Zomboid's own Knox County, unchanged. Riverside, Muldraugh, West Point, Rosewood, March Ridge and Louisville are all where you left them.
Questions
FAQ
- Is Zomboid N Relax a roleplay server?
- No. The focus is surviving and trading. Play your character however you like, but nothing is enforced.
- How often does the server wipe?
- Every four to eight weeks.
- Do I lose my money when I die?
- Not at the moment. Nothing drops and your wallet survives. This is expected to change to a partial loss later.
- Can I be attacked without warning?
- No. The other player has to disable the safety system first, and that takes two minutes to take effect.
- Can I play alone on the server?
- Yes. Nothing requires a group, and the shop means you are never dependent on another player for supplies.
- Does the world keep going when I log off?
- No. The clock only runs while someone is online, so time does not pass against you overnight.
- Is there a password or a whitelist?
- No. Add the address and connect.
- Can I use my own mods?
- The server sends its own mod list on connect and your client loads that. Client-side additions are up to you, but anything that changes gameplay will not match the server.
Something missing or wrong?
This guide is written from the server’s own configuration. If something here does not match what you see in game, say so in Discord: it means either the guide or the server needs fixing.
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