Project Zomboid Server

This zombie apocalypse sandbox not only makes for an excellent video game but has incredibly modular server software running on the back end. As we develop advanced functionality for Adventures, server auto-shutoff on empty and the like, we will utilize Zomboid as a baseline to test the functionality.
To that end, we’ll be launching a public Project Zomboid server that is intended to drive traffic back to the RoboJanus platform. I’m a little on the fence regarding what this looks like… dancing between the idea of a hellish apocalypse with frequent server resets and a somewhat laxed community-style server designed to run a long-term world. Time will tell, both options have their pros and cons. We do know that we would like this server to launch accompanying the Build 42 release to stable, but we may have to jump a little earlier to start getting our name out there. On initial launch, the server will run 24/7 with scheduled automatic restarts at 3-hour intervals to ensure uptime, and support via the Discord server.
Following launch: we’ll begin integration with Zomboid to develop advanced functionalityfor Adventure management. For example, when an automatic restart is coming, I want the applicationto warn users in-game multiple times via chat over the course of 15 minutes or so before a restarttakes place, and execute a save just before it does. I want Travelers to be able to configure everythingI mentioned there. I know how to do this stuff, and it’s almost time to start putting the theory tocode. Like everything else RoboJanus the goal is to produce something that is software agnostic, so thenext step will be to take what we build for Zomboid – and create a system that works for all Questswe’ve got running on the platform.