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You can move a Project Zomboid single-player world to a multiplayer server by copying its world folder into Zomboid/Saves/Multiplayer, renaming that folder to the server’s name, and restarting the server. That transfers the map and world state. Your survivor’s inventory, skills, statistics and location are stored separately in players.db, so preserving the character requires an additional database step.
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What the conversion actually moves
Project Zomboid separates a world from the characters who live in it. The world folder contains the map state, buildings, containers, safehouses and other persistent changes. A multiplayer server keeps that world under its Saves/Multiplayer directory. Single-player games, however, are stored below a mode-specific directory such as Saves/Sandbox, Saves/Survival or Saves/Builder.
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Before you copy anything
Stop the server and close the game
Do not edit a save while the game or dedicated server is writing to it. Exit Project Zomboid and stop the server cleanly from its control panel or service manager. If the server is running during an upload, it can recreate files, lock the database or overwrite the copy you just installed.
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Back up the complete Zomboid data
Make a copy of the entire Zomboid folder, not only the visible world directory. Keep the backup outside the live save location and label it with the date and the game build. The backup gives you a way back if the server starts an empty world, a database edit fails or a newer build changes file names.
Preserve an existing server world before replacing it
If the server already has a multiplayer world you might need later, download that world before deleting or replacing it. A managed host usually provides an FTP, SFTP or browser-based file manager; a self-hosted machine can be copied directly from disk. Keep the old folder and its database until the imported world has been tested.
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Check build and mod compatibility
The available conversion instructions are community procedures rather than official developer documentation, and several guides predate the current build. An older save opened by a newer build can behave incorrectly. Test a copy first, and do not overwrite your only working save.
Find the single-player world folder
Use the path that matches the computer on which the single-player save was created:
| Operating system | Typical base path | Single-player world location | Multiplayer destination |
|---|---|---|---|
| Windows | %UserProfile%Zomboid |
Saves<mode><world name> |
SavesMultiplayer<server name> |
| Linux | ~/Zomboid |
Saves/<mode>/<world name> |
Saves/Multiplayer/<server name> |
| macOS | ~/Zomboid |
Saves/<mode>/<world name> |
Saves/Multiplayer/<server name> |
<mode> is the mode selected when the world was created. For example, a Sandbox game is normally below Saves/Sandbox. The folder immediately below that mode directory is the world you need to copy. Copy the complete folder and everything inside it; do not select only one map file.
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Convert the world to a multiplayer server
- Identify the destination server name. The name configured for the server determines which server configuration and save folder Project Zomboid reads. Note the exact spelling, capitalization and punctuation.
- Stop the server. Confirm that its process has ended before changing files.
- Locate the single-player folder. Open the appropriate
Saves/<mode>directory and select the world folder. - Make the backup. Copy the entire
Zomboiddirectory, plus any existing server save, to a safe location. - Rename the copied world folder. Give the copy the exact server name. If the server is configured as
servertest, the multiplayer save folder should use that same name rather than the old single-player world name. - Open the server’s multiplayer save directory. On a local installation, this is the server’s
Zomboid/Saves/Multiplayerpath. On a dedicated Linux installation, a commonly documented layout is/home/Zomboid/Server/Saves/Multiplayer. - Upload or copy the renamed folder. Use FTP, SFTP, the host’s file manager or a normal local file copy. Place the folder directly inside
Saves/Multiplayer; avoid creating an extra nested directory such asMultiplayer/world/world. - Confirm the server configuration location. Server configuration files are kept in the
Zomboid/Serverdirectory. A file such asservertest.inicorresponds to the server name used by the save. - Start the server. Let it finish loading before anyone joins. The first startup after a transfer can take longer while files are checked.
- Join and verify the map. Check a location that was changed in single-player: a built structure, cleared area, moved furniture or stocked container. Seeing those changes confirms that the intended world loaded rather than a newly generated one.
Preserve the survivor with players.db
A folder copy alone normally leaves you with a new multiplayer character. The character’s inventory, skills, statistics and position do not automatically follow the world. Guides describe players.db as a SQLite database and recommend a SQLite database browser for inspecting it. Database work is more fragile than copying a folder, so retain both the original and generated databases until the result is confirmed.
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- Keep the original player database. Do not delete or overwrite the single-player database. Put a duplicate in a separate working folder.
- Start the imported world once without trying to migrate the old character. Allow the server to create its multiplayer database. Join briefly and create a character so the server has a valid multiplayer player record.
- Stop the server cleanly. Database changes should be made only after the server has stopped writing.
- Open the databases with a SQLite tool. A database browser can display the tables and rows. Work on copies, and close other programs that might hold the files open.
- Identify the new multiplayer character row. The newly created character provides the destination record and establishes the server’s expected structure.
- Copy the appropriate player data from the old database into the multiplayer record. Community guides describe moving player rows rather than replacing the entire database. The exact columns and identifiers can vary by game build, so do not assume that a procedure written for an older release is safe unchanged.
- Save the edited database under the server’s
players.dbname. Keep the pre-edit file beside it as a rollback copy. - Start the server and test the character. Verify the name, inventory, skills, statistics and location. If the server reports a database error or the character is missing, stop it and restore the backup instead of repeatedly editing the live file.
Why deleting players.db is not a conversion
Removing players.db can cause the server to generate a fresh database, but it resets player data. That may be useful when you intentionally want everyone to start over; it does not preserve an existing survivor.
Database safety rules
- Use a copy of the database for each experiment.
- Never edit while the server is running.
- Keep the original database and the last known-good multiplayer database.
- Expect identifiers, table layouts or required fields to change between builds.
- If you cannot verify which rows belong to your character, restore the backup rather than guessing.
Make the server name and save name match
The server name selects both the server configuration and the multiplayer save folder. A mismatch is the most common reason an apparently successful upload produces a fresh, empty map. For example, if the server starts with the servertest configuration, the imported world should be in a folder named servertest under Saves/Multiplayer.
Check all three places for the same name:
- The server startup or control-panel name.
- The relevant file in
Zomboid/Server, such asservertest.ini. - The folder directly below
Saves/Multiplayer.
Do not rely on a similar-looking name. Spaces, capitalization and punctuation can result in a different save being selected.
Bring over the mods deliberately
A single-player mod list is not automatically a valid server mod list. Some mods are designed only for local play and may fail, behave differently or prevent clients from joining when enabled on a server.
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Review the server configuration’s Mods= line and its WorkshopItems= line. The first identifies enabled mod names; the second identifies the associated Workshop items. Install and configure the server-side requirements, then make sure every player has the compatible client-side content. If the imported world depends on a mod that is absent, disable that dependency only after taking a backup; removing a mod can change or remove objects saved in the world.
Symptoms of a mod mismatch
- The server stops during startup after the save is installed.
- Clients are kicked for missing or different workshop items.
- Objects, recipes or map areas are missing even though the correct folder loaded.
- The server loads but throws repeated errors in its log.
Test with the same mod set used by the single-player world first. Then remove or update one mod at a time, restarting and checking the world after each change.
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| Server type | Where you normally work | How to transfer the save | Important check |
|---|---|---|---|
| Managed host | The provider’s file manager or an FTP/SFTP account | Stop the server, download any existing save, upload the renamed folder to Saves/Multiplayer, then restart |
Confirm the panel’s server name matches the folder name |
| Self-hosted dedicated server | The machine’s Zomboid server directory | Copy the folder locally or transfer it over SFTP; a documented Linux layout uses /home/Zomboid/Server/Saves/Multiplayer |
Confirm the service starts the same server configuration whose name you used |
| Local multiplayer test | Your local ~/Zomboid or %UserProfile%Zomboid tree |
Copy into the local server’s Saves/Multiplayer directory |
Keep the single-player source untouched until testing is complete |
The underlying layout is the same, but permissions and tooling differ. A host may hide the absolute path, while a self-hosted service may run as a different operating-system user. If an upload appears to succeed but the server cannot see it, check that the service account can read the folder and that the folder is in the server instance’s actual data directory.
Troubleshoot a save that will not load
| What you see | Likely cause | What to check |
|---|---|---|
| A completely new, empty map | Save-folder name or location does not match the active server | Match the server name, configuration file and folder directly below Saves/Multiplayer; remove accidental nesting |
| The map is correct but the survivor is new | The player database was not migrated | Use the separate players.db process, or accept a fresh character intentionally |
| The server fails immediately after the upload | Corrupt/incomplete copy, incompatible build or mod problem | Restore the backup, test the world without recent mod changes, and recopy the complete folder |
| Players cannot join because of content errors | Server and client mod lists differ | Compare Mods= and WorkshopItems=, then align versions and enabled items |
| Old structures or map changes are missing | The wrong world loaded or files from different saves were mixed | Check the folder name and compare a known landmark with the single-player source |
| The database will not open or the character disappears | Database edited while active, damaged, or incompatible with the build | Stop the server, restore the untouched database and retry on copies only |
Build-specific caveats
File names and save internals can change between Project Zomboid builds. One older guide describes a map_visited_server folder replacing map_visited.bin; whether that applies to your build is not established here. Do not rename, delete or manufacture files solely because an older tutorial lists them. First make a backup, then follow the layout actually present in your save.
Community reports also warn that saves created on an older build may be buggy when opened on a newer one. Use the same game build on the client and server where possible, and test the conversion on a duplicate before committing to the upgrade.
Final conversion checklist
- The original single-player world is still preserved in its original mode folder.
- A complete backup of the
Zomboidfolder exists. - The server is stopped during copying and database editing.
- The world folder was copied from
Saves/<mode>intoSaves/Multiplayer. - The copied folder name exactly matches the active server name.
- The folder is not nested one level too deep.
- The server loads a recognizable map landmark from the single-player game.
- You decided whether to create a new survivor or migrate
players.db. - Any database migration was performed on copies with a rollback file retained.
- The server’s
Mods=andWorkshopItems=settings match the intended mod set. - The client and server use compatible game builds and mod versions.
When a fresh multiplayer character is the better choice
World conversion and character conversion do not have to happen together. Starting a new survivor avoids database editing and can be the safer option for a group that wants the existing buildings and map progress but a clean multiplayer beginning. Keep the old players.db in your backup so the decision can be revisited without losing the original character.
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