Multiplayer Architecture
Surviving with friends changes the dynamic of Project Zomboid entirely. Build 41 introduced a multiplayer architecture that syncs thousands of zombies and vehicles without lag.
Safehouses and Factions
Public servers employ systems to protect your hard work while you are offline.
- Safehouse Claiming: You can claim a residential building as a safehouse (usually via a context menu by right-clicking the ground inside the house). The specific parameters, such as the required days survived before claiming, are set by the server admin.
- Protection: A claimed safehouse prevents non-members from entering, looting containers, or burning the building down while you are offline.
- Factions: You can group up with other players by creating a Faction. This allows you to easily share safehouse access and see your teammates' locations on the map. Faction creation limits (minimum player count) vary by server.
Proximity VoIP
The game features built-in proximity voice chat. Sound propagates realistically through the environment.
- If you speak loudly, players further away can hear you.
- Be aware that server settings can configure zombie AI to hear your microphone. Yelling to a friend across the street might pull a horde down on both of you.
Chunk Syncing and Vehicles
The map dynamically loads in chunks. In high-density multiplayer servers, driving at top speed across chunk borders can cause syncing issues.
- If the server lags while loading the next chunk, your vehicle might rubber-band or crash into an invisible obstacle that hasn't loaded yet.
- When driving through highly populated areas on a full server, reduce your speed to allow the engine to sync the zombie populations and wrecked vehicles safely.