The address you give your friends depends on where the world is hosted. For a rented server, copy the IP address and port from the provider’s game panel. For a server running on your PC, give players on your home network the host computer’s local IPv4 address; players connecting over the internet need your reachable public address and the forwarded server port. In Project Zomboid, open Multiplayer → Add server, enter the IP and port in their separate fields, add the server name and join password, then save and connect.
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Where the Project Zomboid server IP comes from
There is no universal Project Zomboid server IP. The correct address belongs to the machine or service currently hosting the world. Identify the hosting method first, because sending a local address to an internet player—or a public address to someone on the same home network—can make a working server appear unreachable.
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| Hosting method | Address to use | Where to obtain it |
|---|---|---|
| Managed or rented server | The provider-assigned server IP, plus its displayed port | The instance overview, game panel, or Server Management page |
| Dedicated server on your own PC | Local IPv4 for LAN players; public address for internet players | The host computer’s network settings and your router’s internet/WAN information |
| In-game Host session | No public IP is normally required | Players join through Project Zomboid’s multiplayer host flow |
An IP address identifies the host; a port identifies the network service on that host. Most connection screens therefore ask for two separate values. Do not assume that adding a colon and the port to the IP is correct unless a particular form explicitly asks for a combined address.
Find the IP for a rented or managed server
1. Open the server’s control panel
- Sign in to the hosting provider’s control panel.
- Open the Project Zomboid instance, its overview page, or the tab labelled Server Management.
- Locate the connection details. Panels normally show an IP address and a separate port.
Connection instructions from several Project Zomboid hosts follow this same pattern: the panel supplies the IP and port, and the game’s join form receives them as separate values. See the documented workflows from OXY.Games, Host Havoc, and Indifferent Broccoli for examples of the labels used by hosting panels.
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2. Copy the values exactly
Record the IP and port separately. If the panel displays something such as an address followed by a colon and a number, split it into the IP field and the port field when Project Zomboid provides two boxes. Copying the entire string into an IP-only field can cause an invalid-address error.
Also copy the server’s join password. A control-panel, administrator, or RCON password is a different credential and will not authenticate a normal player connection.
If the panel offers several endpoints, distinguish the game connection endpoint from web-console, file-transfer, query, or administration addresses. Those other values may open a browser or management tool but will not accept a normal game connection. If the provider displays a server name, save that name in the game so players can identify the correct entry when several worlds are stored.
3. Add the server in Project Zomboid
- Launch the game and choose Multiplayer.
- Select Add server.
- Enter any recognizable server name.
- Paste the panel’s IP into IP and the panel’s number into Port.
- Enter the player join password, if the server requires one.
- Save the entry and select it to connect.
Have the administrator confirm that the instance is started before you test. A correct address still fails while the rented process is stopped, restarting, or closed to new players. If the provider has a separate status indicator, wait for it to show that the server is online and listening before copying values again.
Find the address when you host on your own PC
Players in the same home network: use the host’s local IPv4 address
A LAN player should connect to the private address assigned to the computer running the server. On Windows, open Settings → Network & internet, select the active Wi-Fi or Ethernet connection, open its properties, and read the IPv4 address. You can also open Command Prompt, run ipconfig, and read the IPv4 address under the adapter that is actually connected.
Private addresses commonly begin with ranges such as 192.168., 10., or 172.16. through 172.31.. Use the address assigned to the host PC, not the router’s gateway address and not an old address from a disconnected adapter.
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When several adapters appear in the network settings, select the adapter that actually carries the server traffic. A disabled Ethernet adapter, virtual adapter, or disconnected Wi-Fi profile can show an address that other players cannot reach. Testing from a second device on the same router is the quickest way to confirm that you selected the active value.
Players outside your home: use the reachable public address
An internet player cannot normally reach a private address such as 192.168.1.25. They need the public address through which your home network is reachable. Check the router’s Internet, WAN, or status page for the address supplied by your internet service, and send that value together with the game port.
The public address identifies your home network, while the router still has to know which internal computer should receive the traffic. Configure port forwarding from the router to the host PC and allow the same configured UDP ports through the operating-system firewall. The dedicated-server documentation lists UDP 16261 for the game and UDP 16262 for Steam/client traffic as common defaults; use your server’s actual configuration when it differs. The setup and troubleshooting guidance is documented in the Project Zomboid dedicated-server guide.
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Some internet connections do not permit unsolicited inbound traffic or place the customer behind an additional provider-controlled network. If forwarding and firewall rules are correct but outside players still cannot connect, contact the ISP or use a hosting arrangement that supplies an externally reachable endpoint.
Keep LAN and internet tests separate
Test from a second device on the same home network before asking an internet friend to connect. A successful LAN connection proves that the server is running and the local address and port are correct. If LAN works but internet access fails, investigate the public address, router forwarding, firewall rules, or ISP restrictions rather than changing the game’s local IP.
Conversely, a failed LAN test means you should first check the server process, local firewall, build, password, and configured port. Do not troubleshoot public routing until a device on the same network can connect.
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What happens with the in-game Host option
The in-game Host flow is intended for a small cooperative session. A Steam multiplayer guide notes that a cooperative host does not need to expose a public IP address; invited players join through the game’s multiplayer flow instead of entering a dedicated-server endpoint. This is different from running a dedicated server on your own PC, where internet players need a reachable address and forwarded ports.
The host still needs to keep the session active. When the host leaves, the cooperative world is not an independently running service in the way a rented or dedicated server is. Choose this option when everyone can play while the host is present; choose a managed or dedicated server when players need a world that remains available independently.
Which port does Project Zomboid use?
The commonly documented default game port is UDP 16261. UDP 16262 is commonly used for Steam/client traffic in dedicated-server setups. The Indie Stone describes the default directly: “The game port (UDP 16261 by default) is used to handle Steam queries.” Read the official explanation at The Indie Stone’s server announcement.
| Value | Typical role | How to treat it |
|---|---|---|
| UDP 16261 | Default Project Zomboid game port | Use it only when the server configuration leaves the default unchanged |
| UDP 16262 | Common Steam/client traffic port for dedicated servers | Forward and allow it when the server setup calls for it |
| Any configured alternative | A port selected in the server INI or hosting panel | The configured value overrides the defaults |
Ports are configurable. Check the hosting panel or the server’s INI files before forwarding anything or telling a friend what to enter. A client using 16261 will fail if the server was deliberately moved to another port.
Do not assume that entering 16262 in the game’s Port field is always correct simply because it appears in a setup guide. The panel or INI is authoritative for that specific instance. If both ports are required by the setup, allow and forward both as documented; if only the configured game port is requested by the join form, enter that value there.
Which IP should you give each friend?
| Friend’s location | Send this | Why |
|---|---|---|
| Same router or home network | The host PC’s local IPv4 address and configured port | Local traffic stays inside the home network |
| Different home or country | The home network’s reachable public address and forwarded configured port | The friend must cross the router before reaching the host PC |
| Rented server | The IP and port displayed by the provider | The provider owns the network endpoint and forwarding is handled in its infrastructure |
| In-game Host session | An invitation or the game’s multiplayer join path | The cooperative host flow handles discovery without a manually supplied public endpoint |
Send the port as a separate number when the recipient is entering Project Zomboid’s normal Add server form. If a provider gives an IP and port in one line, explain which part belongs in each field. Tell players whether they are expected to connect from the LAN or from the internet; that one detail determines which address they should use.
How to join a private server by IP
- Confirm that the server is currently running and accepting players.
- Verify that your game build matches the server’s build. A mismatch can prevent a connection even when the address is correct.
- Open Multiplayer → Add server.
- Type a name for the saved entry.
- Enter the supplied address in the IP field only.
- Enter the supplied number in the Port field.
- Enter the private server’s player join password, not an administrator or RCON password.
- Save the entry and select Connect.
If the server uses mods or other required content, resolve those requirements after the address and version checks; an incorrect endpoint should be fixed before diagnosing game-content errors.
When helping a friend remotely, ask them to read back the values they entered. This catches a transposed digit, a trailing space, or a port pasted into the wrong box faster than changing several network settings at once.
Troubleshoot a failed connection
The game rejects the address immediately
- Remove any appended port from an IP-only field and place the number in the Port field.
- Re-copy the address from the current panel or host computer; do not rely on an old saved entry.
- Check for spaces or punctuation accidentally copied with the value.
The server times out or appears offline
- Confirm that the server process is running and that the world is open for players.
- Check the configured port in the panel or INI rather than assuming UDP 16261.
- For self-hosting, allow the configured UDP ports through the host operating system’s firewall.
- For internet players, verify that the router forwards those UDP ports to the correct host PC.
LAN works, but internet friends cannot join
This pattern points away from the game’s local address. Recheck that internet friends received the public address, not the private IPv4 address, and confirm that forwarding targets the host PC’s current local address. Also check firewall rules and whether the ISP permits inbound connections.
No one can join a self-hosted server
Check the server’s running state, build compatibility, join-password field, firewall permissions, router forwarding, and the port configured in the server files. The dedicated-server documentation identifies these as the main checks when nobody can connect.
The server is listed publicly, but direct joining fails
Compare the listed endpoint with the value in the server configuration. A listing can remain visible while the configured port is closed, changed, or no longer listening. Confirm the port and listening state on the machine that hosts the world.
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The password is rejected
Ask the administrator for the player join password and enter it exactly. Do not substitute a panel login, administrator credential, or RCON password; those authenticate management functions rather than ordinary player access.
A friend can join but cannot find the server
Discovery and direct joining are separate. Give the friend the exact IP and configured port and have them use Add server instead of relying on a public listing. If the direct endpoint also fails, return to the running-state, build, password, firewall, and forwarding checks.
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- Identify whether the world is rented, dedicated on your PC, or an in-game Host session.
- Write down the endpoint source: provider panel, host PC’s local IPv4, or router WAN/public address.
- Confirm the configured port in the panel or server INI. Treat UDP 16261 as a default, not a guarantee.
- For a self-hosted internet server, forward the required UDP ports to the host PC and permit them in the operating-system firewall.
- Start the server and verify that it is open to players.
- Test locally when possible, then test from outside the home network.
- Give each player the address appropriate to their location, the separate port, server name, and player join password.
- Confirm that every player and the server run the same game build.
This order prevents a common troubleshooting loop: changing passwords or reinstalling the client when the actual problem is a private address being sent to an internet player, a stopped instance, or a forwarded port aimed at an old host address.
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Hosting methods compared
| Consideration | Managed server | Dedicated server on your PC | In-game Host |
|---|---|---|---|
| Who supplies the endpoint? | The provider displays the IP and port | You use your network’s local or public address | The game’s cooperative multiplayer flow |
| Does the world stay online after the host exits? | Usually, while the rented instance is running | No, if the only server process is on your PC and it stops | No; the host session must remain active |
| Port forwarding | Handled by the provider’s infrastructure | You configure router forwarding and firewall access | Not normally required for the cooperative join flow |
| Backups and settings | Managed through the provider’s panel and storage tools | Managed on your own computer and backups | Stored with the host session’s game setup |
| Main failure point | Wrong panel value, stopped instance, or incorrect password | Wrong address scope, closed firewall, or missing forwarding | Host unavailable or invite/join flow not completed |
For a quick private session, Host is the least network-intensive option. A managed or dedicated server is the better fit when players need an independently running world; the trade-off is either a provider-managed service or responsibility for your own router, firewall, updates, and backups.
Safe details to share with players
A normal player needs the server address, port, server name, and join password. Share administrative, control-panel, and RCON credentials only with people who manage the server. Because a public IP identifies your home connection, distribute it privately to the intended players and change your network arrangement if you no longer want the endpoint exposed.
Keep a private note of the authoritative values in the panel or server configuration. When the server is moved, reinstalled, or assigned a new address, update the saved client entry and send players the replacement endpoint rather than asking them to guess which old entry is current.
Frequently Asked Questions
Where do I find my Project Zomboid server IP?
For a rented server, sign in to the provider’s game panel and open the instance overview or Server Management page. For a self-hosted server, use the host PC’s local IPv4 address for LAN players and the home network’s reachable public address for internet players.
What IP should I give friends on the same Wi-Fi?
Give them the host computer’s local IPv4 address and the server’s configured port. Do not give them the router gateway address or the public address for a normal same-network test.
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Give them the home network’s reachable public address and the forwarded configured UDP port. The router must forward that port to the PC running the server, and the host firewall must allow it.
What port does Project Zomboid use by default?
UDP 16261 is the commonly documented default game port. UDP 16262 is commonly used for Steam/client traffic in dedicated-server setups. Check the panel or server INI because ports can be changed.
Do I type the port after the IP with a colon?
Usually no. Project Zomboid’s Add server screen uses separate IP and Port fields, so put only the address in IP and the number in Port. Use a combined IP:port string only when a particular form explicitly requests it.
How do I join a private Zomboid server by IP?
Open Multiplayer, choose Add server, enter a name, place the supplied address in IP, place the supplied port in Port, enter the player join password, save, and connect. Your game build must match the server’s build.
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Why can I join on LAN but my internet friend cannot?
That usually means the local server is working but the public route is not. Check that your friend received the public address, that the router forwards the configured UDP ports to the current host PC address, that the firewall allows them, and that the ISP does not block inbound traffic.
Is UDP 16262 always required?
No. It is a common Steam/client traffic port in dedicated-server setups, but the server’s actual configuration is authoritative. Forward and allow it when that setup calls for it; do not replace the configured game port without checking the panel or INI.
Can I use the in-game Host option without knowing my public IP?
Yes. A cooperative Host session normally uses the game’s multiplayer join flow and does not require you to expose a public IP manually. The host must remain active, unlike an independently running dedicated or rented server.
Which password should I enter?
Use the player join password supplied by the server administrator. A provider panel login, administrator password, or RCON password is for management and will not authenticate an ordinary player connection.
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Find the endpoint where the world is hosted, then use the address that matches the player’s location. Rented servers publish an IP and port in their control panel; LAN players use the host PC’s local IPv4; internet players use the public address with the required UDP forwarding. Enter the IP and port separately, confirm the configured value instead of assuming 16261, match the game build, and use the player join password.
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