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Playing with friends? Godlike.Host runs hosted Project Zomboid servers from 10 data-center locations, with free DDoS protection.
The address you give friends depends on where the world is running. A rented server displays its connection IP and port in the hosting control panel. A server running on your PC uses the host computer’s local IPv4 address for players on the same network, while Internet players use the home network’s reachable public address after UDP port forwarding. An in-game cooperative Host session normally lets friends join through the multiplayer flow without you distributing a public IP.
Project Zomboid keeps the IP and port in separate connection fields. In Multiplayer → Add server, enter the server name, IP, configured port and join password, then save and connect. The commonly documented game port is UDP 16261, but the value in the server configuration or hosting panel always takes precedence.
First identify how the server is hosted
There is no universal “Zomboid server IP.” The correct address is supplied by the system that hosts the game process. Determine which of these three situations applies before copying anything:
- Managed or rented server: the provider assigns an Internet-reachable address and shows it in its game panel.
- Dedicated server on your own computer: the computer’s local address works for people on your home network; remote players need your public address plus router and firewall rules.
- In-game Host session: the game’s cooperative hosting flow handles discovery and joining, so you generally do not hand friends a public IP.
Ask the host which case is in use. Sending a private LAN address to an Internet player, or a public address to someone sitting on the same home network when local routing is required, is a common reason a connection fails.
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Find the IP on a rented or managed server
A managed server’s dashboard is authoritative because the provider controls the machine, port mapping and current allocation. The labels vary, but the process is consistent.
- Sign in to the provider’s control panel.
- Open the Project Zomboid instance, overview page or Server Management tab.
- Copy the displayed IP address and the separate port. If the panel has two boxes, keep the values separate; do not paste
IP:portinto an IP-only field. - Check that the instance is started, not stopped, installing, or restarting. A correct address cannot connect to an offline process.
- In Project Zomboid, open Multiplayer and select Add server (or the provider’s documented join form).
- Enter a recognizable server name, the copied IP, the copied port and the player join password. Save the entry and connect.
Provider instructions illustrate the same workflow: OXY.Games says its panel displays the IP and port required to connect; Host Havoc places those values in its join form; and Indifferent Broccoli directs customers to its Server Management tab. Their instructions are available at OXY.Games’ connection guide, Host Havoc’s join guide and Indifferent Broccoli’s instructions.
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Use the password intended for players joining the game. A control-panel login, administrator password or RCON credential is not automatically the in-game join password. If the panel lists several passwords, use the one labelled for players or for the server itself.
What to copy from the panel
Record the values as a pair before closing the panel: the numeric address, the numeric port, the server name if one is supplied, and the player password. Some panels show a hostname as well as an IP; use the exact connection value the provider identifies for direct joining. If the provider changes the allocation after a restart or plan change, copy the current value again rather than relying on an old message to friends.
Find the address when the server runs on your PC
Self-hosting creates two possible addresses. The right one is determined by where each player is located.
Players on the same home or office network
- On the computer running the server, open the operating system’s network details and identify its local IPv4 address (the address assigned inside your router’s network).
- Give LAN players that local IPv4 address and the server’s configured port.
- Have the player open Multiplayer → Add server, enter the values in their separate fields, and save the entry.
A local address is intended for devices connected to the same router or private network. It is not a substitute for an Internet-reachable address. If several computers run servers, confirm that you are copying the address of the computer running this particular world, not another device on the network.
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- Determine the home network’s current public address using the router’s Internet/WAN status or another trusted method.
- In the router, create port-forwarding rules that send the server’s configured UDP ports to the host computer’s local IPv4 address.
- Allow those same UDP ports through the host computer’s operating-system firewall.
- Start the server and have an off-network player test the public address and port in Multiplayer → Add server.
The dedicated-server documentation lists UDP 16261 for the game and UDP 16262 for Steam/client traffic as common defaults. The Indie Stone’s September 2022 blog also identifies UDP 16261 as the default game port and says it handles Steam queries. See the Project Zomboid dedicated-server documentation and The Indie Stone’s explanation. These are defaults, not guaranteed values: if the server configuration uses another port, forward and share that configured value instead.
The public address belongs to the home network, while the forwarding rule points to one computer inside it. Both parts must be correct at the same time. Telling an Internet friend the host’s local address will not make the router deliver traffic from outside; telling a LAN friend the public address can fail when the network does not route that address back internally.
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Keep the host address stable
Port forwarding targets a particular local computer. If the router later gives that computer a different local IPv4 address, the rule can point at the wrong device. Reserve the host’s address in the router’s DHCP settings, or otherwise ensure the forwarding rule and the server computer continue to match. This is a maintenance step for a self-hosted server, not a change to the Project Zomboid join screen.
When your ISP prevents incoming connections
A correct public address and forwarding rule still may not be reachable if the Internet provider places the home connection behind carrier-grade NAT or applies another inbound restriction. The useful diagnostic is to compare tests: if a player on the same LAN can join but an off-network player cannot, investigate the public address, router forwarding, firewall permissions and ISP restrictions before changing the in-game password or reinstalling the client.
Use the in-game Host option for small co-op sessions
The in-game Host flow is different from a persistent dedicated server. A Steam multiplayer guide notes that a cooperative host does not need a public IP address; invited players join through the game’s multiplayer flow. Follow the prompts under the multiplayer Host option, keep the session running while friends play, and have them use the invitation or in-game join route rather than a manually distributed address. The guide is at this Steam Community guide.
Choose this method when convenience matters more than an always-on world. A dedicated or rented server can remain online independently of the host player, while a host session is tied to the cooperative host’s game session. If the host quits or the computer stops running the session, friends should not expect the world to remain available like a managed server.
Know which port to enter
Project Zomboid’s connection dialog separates the address from the port. The commonly documented defaults are:
| Use | Typical protocol and port | What to do |
|---|---|---|
| Game server | UDP 16261 | Enter it in the port field and allow/forward it when this is the configured value. |
| Steam/client traffic | UDP 16262 | Allow or forward it when the dedicated-server configuration and documentation for your setup require it. |
| Custom configuration | Value shown in the server INI or hosting panel | Use the custom value instead of assuming 16261. |
Port numbers are configurable. Read the server’s INI files or panel settings after every port change, and give players the resulting number. A player who enters 16261 while the server listens on a different port is contacting the wrong endpoint even if the IP address is correct. The protocol matters too: a TCP-only forwarding rule does not provide the UDP path expected by the documented defaults.
Which port should friends receive?
Send the port associated with the server’s current configuration, not a remembered default. If your setup requires both 16261 and 16262, make sure both are allowed or forwarded as directed by the server documentation. A managed provider may already handle those mappings; copy whatever separate port its panel displays. Never merge the values into one field unless the provider explicitly supplies a combined format.
Enter the address in Project Zomboid
- Launch the same Project Zomboid build as the server.
- Choose Multiplayer from the main menu.
- Select Add server.
- Type a descriptive name so you can distinguish this entry later.
- Put only the host address in the IP field.
- Put only the numeric server port in the Port field.
- Enter the player join password, if the server requires one.
- Save the server entry and choose it to connect.
For a managed server, copy the two values exactly as displayed by the panel. For self-hosting, select the local address for a LAN player and the public address for an Internet player. Do not add a protocol prefix, web URL, spaces or an extra colon to an IP-only field.
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If the server is private, the password is part of the connection profile even though it is not part of the IP. Give friends the server name, address, port and player password in one message so they do not accidentally substitute a panel login or an old port.
Managed hosting and self-hosting compared
The connection address is only one practical difference between the hosting choices. Use this comparison when deciding who should supply the IP and who should maintain the network.
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|---|---|---|---|
| Who supplies the address? | Provider’s control panel | Your LAN address or public address, depending on player location | Game’s cooperative multiplayer flow |
| World remains online after the host exits? | Usually yes while the service is running | No if the server process or host computer stops | No; it follows the host session |
| Port forwarding | Handled by the provider’s infrastructure | Router forwarding and host-firewall rules are your responsibility | Not normally required for the cooperative flow |
| Backups and settings | Managed through the provider’s panel and tools | Stored and maintained on your computer | Stored with the hosted session’s game settings |
The table describes the normal arrangement, not a guarantee for every provider or network. Read the panel’s connection instructions when its labels or port requirements differ. The key trade-off is responsibility: a provider supplies a reachable endpoint and infrastructure, while self-hosting gives you control but leaves address changes, forwarding, firewall rules, settings and backups to you.
Troubleshoot a failed connection in the right order
Change one variable at a time. Testing a LAN connection first can reveal whether the problem is inside the server or only in Internet reachability.
1. Re-copy both fields
- Copy the IP and port again from the current panel or server configuration.
- Make sure the port was not appended to an IP-only field.
- Remove accidental spaces, prefixes and punctuation.
2. Confirm the server is actually online
- Check the provider status or the dedicated-server process.
- Wait for startup to finish before testing.
- Verify that the server is open to players rather than paused, stopped or restarting.
3. Check the password type
Use the game’s player join password. A wrong administrative or RCON password can look like an address problem because authentication fails after the endpoint is reached.
4. Match client and server builds
Everyone must run a compatible game build. Update or select the same build on the client and server before diagnosing network rules. The dedicated-server documentation specifically lists build matching as a connection check.
5. Separate LAN and Internet tests
- LAN succeeds, Internet fails: investigate the public address, router forwarding, firewall permissions, carrier-grade NAT or other ISP restrictions.
- LAN fails too: check the server process, local address, configured port, password and operating-system firewall first.
- Only one friend fails: have that player verify their own network, client build and typed values.
6. Verify UDP rules
For self-hosting, allow the configured UDP ports through the computer’s firewall and forward them from the router to the host computer. Forwarding a TCP rule when the server expects UDP does not provide the required path. If the server’s port changed, update both firewall and router rules.
7. Investigate a listed-but-unreachable server
If the server appears in a public list but direct joining fails, confirm the port shown in the configuration, verify that the process is listening on that port, and check that the router forwards to the current host address. A listing does not prove that every direct-join field or forwarding rule is correct.
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8. Retest after each correction
Do not change the IP, port, password, build and firewall simultaneously. First test with the current values, then correct one item and test again. This tells you whether the fault is the endpoint, authentication, game version or network path and prevents an old saved server entry from obscuring the result.
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What address should you send to each friend?
| Friend’s location | Address to send | Additional information |
|---|---|---|
| Same router as a self-hosted server | Host computer’s local IPv4 address | Configured port and player password |
| Different home or network | Home network’s reachable public address | Configured UDP port, router forwarding and firewall access must be working |
| Rented server | IP displayed in the provider panel | Separate panel port and player join password |
| In-game cooperative Host session | No manually supplied public IP in the normal flow | Use the game’s multiplayer invitation or join mechanism |
Send the address together with the port and the player password. An IP by itself is not a complete connection profile when the server uses a non-default port or authentication.
A simple message to send friends
For a dedicated server, provide four clearly labelled values: Server name, IP, Port and Join password. State whether the address is for LAN or Internet players. For example, tell a LAN player to use the host computer’s local address, while an off-network friend receives the home network’s public address. For a managed server, copy the provider’s displayed IP and port exactly. For an in-game Host session, send the invitation or explain the multiplayer join route instead of sending an address that is not used by that session.
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A public address identifies the network endpoint hosting your game. Share it only with the people who need to join, and use a strong player password. Do not publish control-panel, operating-system or RCON credentials in the same message. On a self-hosted setup, expose only the configured game-related UDP ports, keep the operating system and server software updated, and remove forwarding rules when you stop hosting permanently.
If you do not want to expose your home network or maintain router rules, a managed server or the in-game Host flow changes who handles reachability. That is a hosting decision; it does not alter the IP-and-port fields used by a dedicated server.
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Quick pre-join checklist
- You identified whether the session is managed, self-hosted or in-game Hosted.
- You copied the current IP from the correct source.
- You copied the port separately and used the configured value.
- You selected the local address for LAN players and the public address for Internet players.
- The server is running and accepting players.
- Client and server builds match.
- The player join password is correct.
- Self-hosted UDP ports are allowed through the host firewall and forwarded by the router.
- You entered IP and port in their separate Project Zomboid fields.
Once these checks pass, the address you provide is the one associated with the network on which that particular server is running—not a universal Project Zomboid address.
Frequently Asked Questions
Where do I find my Project Zomboid server IP?
For a rented server, open the provider’s game panel, overview or Server Management page and copy the displayed IP. For a server on your PC, use the host computer’s local IPv4 address for LAN players or the home network’s reachable public address for Internet players.
What IP should I give my friends?
Give friends on the same router the self-hosted computer’s local IPv4 address. Give friends outside your network the home network’s public address after the required UDP ports are forwarded and allowed through the firewall. For a managed server, send the IP shown in the provider panel.
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What port does Project Zomboid use?
UDP 16261 is the commonly documented default game port, and UDP 16262 is commonly used for Steam/client traffic. Ports can be changed, so the server INI or hosting panel is authoritative.
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Open Multiplayer, choose Add server, enter only the address in the IP field, enter the numeric configured port in the Port field, add the server name and player join password, save the entry and connect. Do not use an administrator, RCON or control-panel password.
Can I use the same address for LAN and Internet friends?
Not always. LAN players normally use the host computer’s local address, while Internet players use the home network’s public address. A managed server’s displayed address is already intended for remote access.
Why can one friend join while another cannot?
Have the failing player recheck the address, port, password and compatible game build. If LAN access works but Internet access does not, examine public-address selection, UDP forwarding, firewall rules and possible ISP restrictions.
Do I need to forward both 16261 and 16262?
Use the ports required by the server’s configuration and hosting documentation. UDP 16261 is the common game default; UDP 16262 is commonly associated with Steam/client traffic. A custom configuration takes precedence.
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Does an in-game Host session need a public IP?
A cooperative Host session normally uses the game’s multiplayer invitation or join flow, so the host generally does not distribute a public IP. The session remains tied to the host while that game is running.
The Bottom Line
Find the address where the Project Zomboid server actually runs, then pair it with the configured UDP port. Use a provider panel for a rented server, a local address for LAN players, a forwarded public address for Internet players, and the in-game invitation flow for a cooperative Host session. If joining fails, check the endpoint, port, server state, password, matching build and UDP firewall/router rules in that order.
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