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Stop the Project Zomboid server before touching its files. Multiplayer worlds are stored in Zomboid/Saves/Multiplayer/<servername>/. To upload a world, copy that complete folder into the server, make its name match the server configuration, and restart. To download or back up a world, copy the complete save folder together with its configuration files and separate account database, then keep the original untouched.
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The files you need to move
A dedicated server save is a group of files, not a single world file. The world directory follows this pattern:
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Zomboid/Saves/Multiplayer/<servername>/
For a new installation using the default name, replace <servername> with servertest:
Zomboid/Saves/Multiplayer/servertest/
Inside that directory you should normally find files such as:
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players.db, which contains multiplayer character records;vehicles.db, which stores vehicle state; andmap_*.binfiles, which contain the explored world chunks.
The server’s account and whitelist information is outside the world folder, in Zomboid/db/<servername>.db. Include this database when you need a complete backup of who can log in, not merely a copy of the map.
| Item | Location | Why it matters |
|---|---|---|
| World save | Zomboid/Saves/Multiplayer/<servername>/ |
Characters, vehicles and map chunks |
| Server settings | Zomboid/Server/<servername>.ini |
Defines the server’s name and general settings |
| Sandbox settings | Zomboid/Server/<servername>_SandboxVars.lua |
Defines sandbox and world-generation settings |
| Accounts/whitelist | Zomboid/db/<servername>.db |
Separate login and whitelist data |
Finding the base Zomboid folder
On Windows, the usual location is C:Users<YourUser>Zomboid. On Linux, it is normally ~/Zomboid/ for the operating-system user that runs the server. A Linux server started with Java’s -Duser.home=<path> argument can place this directory elsewhere, so check the service or startup script if the expected folder is missing. That relocation behavior is reported by hosting documentation rather than confirmed in an official developer reference.
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- Stop the server from the hosting panel or service manager. A live server can write different files while you are downloading or replacing them, producing a backup assembled from incompatible moments in the same play session.
- Record the configured server name. Identify the name used by the server’s
.iniand_SandboxVars.luafiles. The world directory, both configuration filenames and the panel’s selected world must use that same name. - Make a safety copy. Download or archive the existing save before overwriting it. Give the archive a date and keep it outside the server directory so a failed restore cannot destroy your only rollback.
- Confirm free space and transfer access. You need an FTP/SFTP account such as FileZilla or WinSCP, or a host file manager that can upload and download complete directories. Panels differ in whether they can select a folder recursively.
How to download a Project Zomboid server save
Downloading is the right operation when you want a local backup, move the world to another host, or preserve a copy before changing mods or settings.
1. Stop the instance and wait for it to exit
Use the panel’s Stop control and wait until the console reports that the process has ended. Do not copy while players are connected or while the service is still saving.
2. Download the complete world directory
Open the server’s data directory and navigate to Zomboid/Saves/Multiplayer/. Download the entire <servername> folder, including every map_*.bin file and both database files. Do not select only the newest-looking map file; the folder is the unit that must be restored together.
With FTP software, select the folder and transfer it to a local backup directory. A control-panel file manager may offer a folder download or create a ZIP archive first; use the recursive option if it has one, then download the resulting archive.
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3. Save the matching configuration
Also copy:
Zomboid/Server/<servername>.ini;Zomboid/Server/<servername>_SandboxVars.lua; andZomboid/db/<servername>.dbif you need account, password or whitelist continuity.
Keep these files with the world backup rather than renaming them independently. Their shared basename is what ties the settings and account database to the save.
4. Validate and label the backup
After the transfer, open the local folder and confirm that players.db, vehicles.db and the expected map_*.bin files are present. Record the server name and the date in the archive filename. If your transfer client reports skipped files or an interrupted connection, restart the download instead of treating the partial copy as a backup.
How to upload or restore a save
Use a full-folder replacement when moving a world to a dedicated server or restoring an earlier snapshot. Swapping isolated files can leave databases and map chunks from different saves; a community report describes partial swaps failing when a single-player world was moved to a dedicated server.
1. Stop the destination server
Stop it in the control panel and verify that the process is no longer running. Starting the service while files are being uploaded can create a new directory or overwrite files you are still transferring.
2. Preserve the destination copy
Before replacing anything, rename or download the existing Zomboid/Saves/Multiplayer/<servername>/ folder. Keep that untouched copy until the restored world has been tested. This is your recovery path if the imported save is damaged or uses incompatible player data.
3. Open the destination save directory
Connect with FTP/SFTP and open the server’s Zomboid/Saves/Multiplayer directory. In a panel file manager, browse to the same path. Upload the complete local save folder, not just its contents, unless the panel explicitly places the contents under the existing correctly named directory.
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4. Set the exact folder name
Rename the uploaded directory so it exactly matches the server name used by the destination configuration. Case, punctuation and spaces matter. For example, if the active files are myworld.ini and myworld_SandboxVars.lua, the save directory must be Zomboid/Saves/Multiplayer/myworld/.
If these names do not agree, the server can start an empty world while the real save remains on disk under another name. That symptom does not mean the old world was erased; stop the server and correct the names before trying again.
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The destination may already contain a player database. A host guide warns that a mismatch between the database and the uploaded world can crash the server. Make this decision before starting:
| Situation | Action | Result |
|---|---|---|
| The uploaded world and its characters belong together | Keep the uploaded players.db and replace the destination folder as a unit |
Preserves the character records associated with that save |
| The destination database is known to be incompatible | Use the host’s documented conversion procedure to convert players.db to the required multiplayer format |
Attempts to retain player data while making the format acceptable |
| You intentionally want a fresh player roster | Back up, then delete the destination players.db as a last resort |
Resets player data; existing characters will not be retained |
Do not delete the database casually. Conversion preserves more information when it succeeds, while deletion is a reset, not a repair. If your host supplies a specific conversion utility or procedure, follow that procedure for its server build.
6. Restore configuration and account data
Place the matching <servername>.ini and <servername>_SandboxVars.lua in Zomboid/Server/. If this is a complete migration, restore Zomboid/db/<servername>.db as well so the account and whitelist records correspond to the world. Keep the same basename on every file.
7. Start and test the world
Start the server only after the transfer has finished. Join with an account that existed in the backup and check a recognizable location, vehicle and character inventory. Confirm that the expected map is loading before allowing other players to reconnect.
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FTP versus a control-panel file manager
Both methods can work; the practical difference is how much of the directory tree each exposes.
| Method | Strength | Limitation to check | Best use |
|---|---|---|---|
| FTP/SFTP client (for example, FileZilla or WinSCP) | Direct access to the complete directory tree and reliable recursive transfers | Requires host connection details and a separate client | Large saves, migrations and repeated backups |
| Host control-panel file manager | No separate software; convenient for a quick archive or small replacement | Some panels limit folder depth, recursive selection or archive size | One-off downloads when the panel supports full-folder operations |
Exact button labels and upload capabilities vary by provider. If a panel cannot download or upload a directory recursively, use FTP/SFTP rather than selecting files one at a time.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why a restored save may not load
The server creates a blank world
Check the basename first. The folder under Saves/Multiplayer, the .ini, the _SandboxVars.lua file and the panel’s configured world must all match. A mismatch makes the server look for a different save and can leave the original untouched under its old name.
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Stop it and restore the safety copy. Then investigate players.db: a database from another world or format can be incompatible. Try the host’s documented conversion process if you need to retain characters. Delete it only when a complete player reset is acceptable.
Characters or vehicles are missing
Verify that the entire folder was transferred, not only selected map files. Check specifically for players.db and vehicles.db, and repeat the transfer if the client reported skipped or failed files. A partial restore can produce a map that appears correct while its character or vehicle state is not.
The world loads but accounts cannot connect
Check whether Zomboid/db/<servername>.db was restored. This database is separate from the world directory and carries account or whitelist information. Without it, the map can be intact while the expected login records are absent.
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The local backup appears incomplete
Compare the local directory with the server copy while the server is stopped. Missing map_*.bin files indicate an incomplete recursive download. Start the download again and keep the original server copy until the new archive has been inspected.
Single-player worlds and dedicated servers
Do not assume that copying one file from a single-player save is sufficient. The dedicated-server format expects the complete multiplayer directory and its related configuration. A community report found that moving only individual files did not work; use a full-folder replacement and make a backup before experimenting.
Build and format considerations
A host guide states that Build 41 moved character data into players.db. That statement has not been verified here against official patch notes, so treat older forum instructions from 2022–2023 cautiously. Advice written for an earlier build may describe a different character-file layout or conversion requirement. When the server reports a database-format error, use instructions that match the build actually running on both the source and destination servers.
A repeatable backup routine
For regular protection, use the same sequence every time:
- Announce a maintenance window and stop the server.
- Copy the entire
Zomboid/Saves/Multiplayer/<servername>/folder. - Copy the matching
.ini,_SandboxVars.luaand account database. - Place the files in a dated archive outside the live server directory.
- Inspect the archive for
players.db,vehicles.dband themap_*.binset. - Retain the previous archive until the newest one has been opened or restored successfully.
The critical safeguards are simple: never copy a running world, never overwrite the only original, and never let the save-folder name diverge from the configuration basename.
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