To add mods to a Gravel Host Project Zomboid server, stop the server, create a backup, then add each mod’s numeric Steam Workshop ID to WorkshopItems= and its text Mod ID to Mods= in the active server configuration. Map mods also need their folder name in Map=. Save the file, restart the server, and verify the download and loading messages in the console.
Gravel Host confirms that its Project Zomboid hosting supports mod installation, file access, and settings management through its control panel. The exact menu names can vary with the current panel interface, so use the dedicated Workshop or mod tool if your server shows one; otherwise, edit the active configuration file directly.
Before adding mods
- An active Gravel Host Project Zomboid server
- Access to the Gravel Host control panel
- Steam Workshop pages for the mods you want to install
- A current backup of the world, configuration, sandbox settings, and account or database files
- A mod list compatible with the server’s Project Zomboid branch, such as Build 41 or Build 42
Back up an existing world before changing its mod list. Mods that add vehicles, items, persistent objects, or map data can affect save files, and removing one later may leave the world unstable.
Workshop ID versus Mod ID
You normally need two different identifiers for a mod:
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| Value | Example | Purpose | Configuration setting |
|---|---|---|---|
| Workshop ID | 2875848298 |
Tells the server which Steam Workshop item to download | WorkshopItems= |
| Mod ID | BB_CommonSense |
Tells Project Zomboid which downloaded package to activate | Mods= |
| Map folder name | BedfordFalls |
Tells the server which map cells to add | Map= |
The Workshop ID is usually the number after ?id= in the Steam Workshop URL. For example, in a URL ending in ?id=2875848298, the Workshop ID is 2875848298.
The Mod ID is a separate text value supplied by the author, commonly in the Workshop description or installation instructions. If necessary, it can also be found in the mod’s mod.info file. These values are not interchangeable: a server can download a Workshop item successfully while failing to activate it if its Mod ID is absent or incorrect.
Method 1: Use the Gravel Host panel
- Log in to Gravel Host and open your Project Zomboid server.
- Stop the server completely.
- Look for a Workshop, Mods, Files, File Manager, Configuration Files, or similar option. Gravel Host’s public information confirms panel-based mod and file management, but it does not guarantee one fixed menu label.
- Search for or enter the desired Workshop item, then install or save it.
- After installation, inspect the generated configuration if possible. Confirm that the numeric Workshop ID appears under
WorkshopItems=and the exact text Mod ID appears underMods=. - Save the changes and restart the server.
If the panel downloads the item but the mod has no effect in-game, use the configuration editor or file manager to check both settings manually. A one-click installer may populate the Workshop list without correctly activating every Mod ID, particularly when an item contains multiple modules or dependencies.
Method 2: Edit the server configuration manually
- Stop the server from the Gravel Host control panel.
- Open Files, File Manager, or Configuration Files, depending on the current interface.
- Find the
.inifile for the server preset you actually launch. It may be named after your server or use a common name such asservertest.ini. Do not edit a similarly named preset unless it is the active one. - Open the file in the panel’s text or configuration editor.
- Add the Workshop IDs to
WorkshopItems=and the Mod IDs toMods=. - Save the file, then restart the server.
For one mod, the relevant lines may look like this:
WorkshopItems=2875848298
Mods=BB_CommonSense
For several mods, separate entries with semicolons:
WorkshopItems=2875848298;3171167894;2886832257
Mods=BB_CommonSense;damnlib;82jeepJ10
Use semicolons, not commas, and copy the Mod IDs exactly, including capitalization. Avoid adding spaces unless the editor inserts them itself. The two lines do not necessarily contain the same number of entries or matching positions: one Workshop item can contain multiple Mod IDs, and a mod can require separate Workshop dependencies.
Dependencies: install the required items too
Before saving the list, open each mod’s Workshop page and check its Required items section and author instructions.
- Add every required Workshop item’s numeric ID to
WorkshopItems=. - Add each required library’s Mod ID to
Mods=when the author says it must be activated. - Follow the author’s recommended order, especially for libraries and frameworks.
A missing dependency can allow the server to start while causing missing items, broken vehicles, errors, or partially working features. Do not assume that subscribing to a Steam Collection automatically configures the server.
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Map mods usually require three pieces of configuration: the Workshop ID, the Mod ID, and the map folder name. A typical setup looks like this:
WorkshopItems=1234567890
Mods=ExampleMapMod
Map=ExampleMapFolder;Muldraugh, KY
Replace ExampleMapFolder with the exact folder name specified by the map author. It may not match the Workshop title. Use the singular Map= key; do not invent a Maps= setting. Preserve the map order required by the author, because overlapping or connected maps may depend on a particular sequence.
A map can download and appear in the mod list while still failing to appear in the world if its folder name is missing or incorrect in Map=.
Restart and verify the installation
- Save the configuration and start the server.
- Watch the Gravel Host console for Steam Workshop download activity.
- Confirm that the server finishes starting without mod-loading errors.
- Join with a test client using the same Project Zomboid branch as the server.
- Accept the Workshop download prompt if the client receives one.
- Test the mod’s actual content, not only whether the server starts.
- For a map, check that the intended locations appear in the correct world.
- Have another player connect before treating the installation as complete.
Players generally do not need to manually install every item first, but their clients must be able to download the server’s required Workshop content and must use a compatible branch. A Steam Collection is useful for sharing a mod list, but it does not replace the server’s WorkshopItems=, Mods=, or Map= configuration.
Troubleshooting
| Symptom | Likely cause | What to check |
|---|---|---|
| Players are not prompted to download mods | Missing or incorrect Workshop IDs | Verify the numeric IDs in WorkshopItems=, then restart the server. |
| Mods download but do nothing | Missing or incorrect Mod IDs | Copy the exact text IDs from the author’s instructions into Mods=. |
| One mod fails while others work | Wrong ID, incompatibility, or missing dependency | Check the Workshop page, Required items, branch tag, and author instructions. |
| A map downloads but does not appear | Incorrect or missing map folder name | Add the exact folder name to singular Map= and follow the author’s map order. |
| The Workshop version differs between server and client | Stale cache or branch mismatch | Restart Steam and the server, then verify that both use the same Project Zomboid branch. |
| The server never downloads Workshop content | Steam connectivity or launch configuration problem | Check the console and startup settings, including whether Steam integration has been disabled with a setting such as -nosteam. |
| Configuration changes disappear | Wrong preset edited or server was still running | Stop the server, identify the active preset, and edit that file. |
| The existing save becomes unstable | A mod was added or removed mid-save | Stop testing, restore the backup, and test the mod on a copy or separate world. |
Adding mods to an existing world safely
Adding a cosmetic or isolated feature is generally easier to test than changing world-generation or persistent content. For an established save:
- Keep the backup until the server has completed a successful play session.
- Add one mod, or one dependency group, at a time when practical.
- Test with a clean client so an old local cache does not hide a problem.
- Be especially cautious with map, vehicle, item, and world-object mods.
- Do not casually remove a mod that has already written items or objects to the save.
For a large modpack, test the full configuration on a separate world before applying it to the community’s main save.
Panel installation or manual editing?
The panel method is the best starting point for beginners and small mod lists because it can reduce typing errors and may automate part of the configuration. Manual editing is the more dependable fallback when you need to see both ID lists, add a map, control dependency order, or diagnose a download-versus-activation problem.
Neither method removes the need to verify the resulting configuration. Gravel Host’s panel labels and shortcuts may change, while the underlying Project Zomboid settings remain the important part: numeric Workshop IDs for downloading, text Mod IDs for activation, and map folder names for map placement.
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Related hosting choices
Gravel Host is suited to administrators who want managed hosting with panel access, file access, backups, and Project Zomboid mod support. Its Project Zomboid page advertises plans from a displayed starting price, but plan displays can change, so confirm the current price and resources at checkout. A low-tier plan should not be assumed to support every player count or heavily modded setup.
Self-hosting avoids a hosting subscription but requires hardware, bandwidth, port forwarding, updates, backups, and Steam server administration. A general VPS offers root access and flexibility, but you must install and maintain the game server yourself. Other managed hosts publish similar Workshop-ID and Mod-ID workflows, but their current pricing and performance should be compared separately.
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