{"id":1460,"date":"2022-01-23T14:23:55","date_gmt":"2022-01-23T14:23:55","guid":{"rendered":"https:\/\/xgamingserver.com\/blog\/?p=1460"},"modified":"2026-06-15T10:49:04","modified_gmt":"2026-06-15T10:49:04","slug":"project-zomboid-server-admin-commands","status":"publish","type":"post","link":"https:\/\/xgamingserver.com\/blog\/project-zomboid-server-admin-commands\/","title":{"rendered":"Project Zomboid Server Admin Commands"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Admin commands are the single most useful tool a Project Zomboid server owner has. They let you set who can moderate, hand out items and XP, teleport players, trigger weather and events, ban griefers, and save the world on demand \u2014 all without touching a config file or restarting the server. This guide is a complete, plain-English reference to every verified admin command, the four ways to run them, the five access levels, and the RCON setup that lets you run them from outside the game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">One note before we start: Project Zomboid ships two builds right now. <strong>Build 41 (B41.78) is the stable, default branch on Steam<\/strong> \u2014 it&#8217;s what most servers still run. <strong>Build 42 has been on the opt-in &#8220;unstable&#8221; beta branch since December 2024<\/strong> and, as of mid-2026, is described in press coverage as close to the finish line but not confirmed shipped as stable. The good news for this guide: the admin command system, access levels, whitelist behavior, and RCON are identical across both builds. Where something is genuinely build-specific, it&#8217;s flagged.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The four ways to run a command<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Project Zomboid accepts the same admin commands through several entry points, and the syntax changes slightly depending on where you type them:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>In-game chat, with a leading <code>\/<\/code><\/strong> \u2014 open the chat box and type <code>\/godmode<\/code>, <code>\/save<\/code>, and so on. This requires your in-game account to have admin (or sufficient) access level.<\/li>\n<li><strong>The server console, without the <code>\/<\/code><\/strong> \u2014 if you have direct access to the machine running the server (the black window or terminal), type the command bare, e.g. <code>save<\/code> or <code>servermsg \"Restart in 5\"<\/code>.<\/li>\n<li><strong>RCON, without the <code>\/<\/code><\/strong> \u2014 connect with any RCON client and issue commands remotely. Same bare syntax as the console.<\/li>\n<li><strong>The <code>\/help<\/code> command<\/strong> \u2014 type <code>\/help<\/code> to list every available command, and <code>\/help <command><\/code> to read the usage for a single one. This is your in-game source of truth and always reflects the exact build you&#8217;re running.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">The rule of thumb: <strong>chat needs the slash; console and RCON do not.<\/strong> If a command appears to do nothing in chat, the usual cause is that your account doesn&#8217;t have a high enough access level \u2014 which is the next topic.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Access levels: admin, moderator, overseer, gm, observer<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Project Zomboid has five staff access levels, ordered from most to least powerful: <strong>admin, moderator, overseer, gm, observer<\/strong>. The first console password you set on a fresh server becomes the password for the built-in <code>admin<\/code> account, which sits at the top of that ladder and can do everything below it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">You grant a level with <code>\/setaccesslevel<\/code>. The level names map loosely to roles: <strong>moderator<\/strong> for trusted community staff, <strong>overseer<\/strong> and <strong>gm<\/strong> (game master) for event-running and world tinkering, and <strong>observer<\/strong> for someone who needs to watch without much power. To strip a role entirely, set the level to <code>none<\/code>:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>\/setaccesslevel Bob admin\n\/setaccesslevel Alice moderator\n\/setaccesslevel Charlie none<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">For the full breakdown of how each setting in the main config file interacts with these roles, see our companion explainer on <a href=\"https:\/\/xgamingserver.com\/blog\/servertest-ini-project-zomboid-server-explained\/\">how the servertest.ini file is structured<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The full verified command list<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Below is every command confirmed against the source documentation. Where a command takes a player name, omitting it usually targets yourself (this is documented for <code>\/additem<\/code>, for example). The examples use chat-style slashes; drop the slash for console or RCON.<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Command<\/th><th>What it does<\/th><\/tr><\/thead><tbody>\n<tr><td><code>\/setaccesslevel <user> <level><\/code><\/td><td>Set a player&#8217;s access level (admin\/moderator\/overseer\/gm\/observer, or <code>none<\/code> to remove).<\/td><\/tr>\n<tr><td><code>\/additem <user> Module.Item [count]<\/code><\/td><td>Give an item by its full ID, e.g. <code>Base.Axe<\/code>. Omit the user to give it to yourself.<\/td><\/tr>\n<tr><td><code>\/addxp <user> Perks.Skill <amount><\/code><\/td><td>Grant skill XP, e.g. <code>\/addxp Bob Perks.Strength 200<\/code>.<\/td><\/tr>\n<tr><td><code>\/teleport <player> <target><\/code><\/td><td>Teleport one player to another player.<\/td><\/tr>\n<tr><td><code>\/teleportto x,y,z<\/code><\/td><td>Teleport yourself to specific world coordinates.<\/td><\/tr>\n<tr><td><code>\/godmode <user><\/code><\/td><td>Toggle damage immunity. (Verified as <code>godmode<\/code>; some lists show <code>\/godmod<\/code> \u2014 confirm in-game with <code>\/help<\/code>.)<\/td><\/tr>\n<tr><td><code>\/invisible <user><\/code><\/td><td>Toggle invisibility to zombies.<\/td><\/tr>\n<tr><td><code>\/kick <user> [reason]<\/code><\/td><td>Kick a player; they can rejoin unless also banned.<\/td><\/tr>\n<tr><td><code>\/banid <SteamID> true<\/code><\/td><td>Ban by Steam ID; <code>true<\/code> persists the ban.<\/td><\/tr>\n<tr><td><code>\/banuser <user> true<\/code><\/td><td>Ban by username; <code>true<\/code> persists the ban.<\/td><\/tr>\n<tr><td><code>\/unbanid <SteamID><\/code><\/td><td>Lift a Steam-ID ban.<\/td><\/tr>\n<tr><td><code>\/unbanuser <user><\/code><\/td><td>Lift a username ban.<\/td><\/tr>\n<tr><td><code>\/save<\/code><\/td><td>Force an immediate world save.<\/td><\/tr>\n<tr><td><code>\/servermsg \"msg\"<\/code><\/td><td>Broadcast a message to every connected player.<\/td><\/tr>\n<tr><td><code>\/addvehicle <user> Base.Vehicle<\/code><\/td><td>Spawn a vehicle.<\/td><\/tr>\n<tr><td><code>\/startrain<\/code>, <code>\/stoprain<\/code><\/td><td>Start or stop rain.<\/td><\/tr>\n<tr><td><code>\/chopper<\/code><\/td><td>Trigger the helicopter event (draws zombies).<\/td><\/tr>\n<tr><td><code>\/alarm<\/code>, <code>\/checkfire<\/code><\/td><td>Trigger a building alarm \/ check fire state.<\/td><\/tr>\n<tr><td><code>showoptions<\/code><\/td><td>Print the server&#8217;s current <code>.ini<\/code> settings to the console.<\/td><\/tr>\n<tr><td><code>reloadoptions<\/code><\/td><td>Hot-reload edited <code>.ini<\/code> settings without a restart.<\/td><\/tr>\n<\/tbody><\/table><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Items, XP and vehicles: getting the IDs right<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The most common mistake with <code>\/additem<\/code> and <code>\/addvehicle<\/code> is the ID format. Project Zomboid uses a <code>Module.Item<\/code> scheme \u2014 the base game&#8217;s module is <code>Base<\/code>, so an axe is <code>Base.Axe<\/code>. Skills for <code>\/addxp<\/code> live under the <code>Perks<\/code> module, like <code>Perks.Strength<\/code> or <code>Perks.Fitness<\/code>. A few worked examples:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>\/additem Bob Base.Axe\n\/additem Bob Base.Hammer 3\n\/addxp Bob Perks.Strength 200\n\/addvehicle Bob Base.CarNormal\n\/teleportto 10629,9312,0<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">Modded items follow the same pattern but use the mod&#8217;s own module name instead of <code>Base<\/code>. If you&#8217;re unsure of an ID, <code>\/help additem<\/code> in-game shows the expected syntax for your build.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Moderation: kicks and bans<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">A <code>\/kick<\/code> is temporary \u2014 the player can reconnect immediately unless you also ban them. To make a removal stick, use <code>\/banid <SteamID> true<\/code> (the <code>true<\/code> argument is what persists the ban so it survives across sessions) or <code>\/banuser <user> true<\/code> for non-Steam username bans. Reverse either with <code>\/unbanid<\/code> or <code>\/unbanuser<\/code>. For settling disputes \u2014 who shot whom, who said what \u2014 the server&#8217;s chat and PVP logs are your evidence; our guide to <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-check-project-zomboid-server-logs\/\">reading Project Zomboid server logs<\/a> walks through exactly which log file records each kind of event.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">World, weather and events<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The event commands let you run live scenarios. <code>\/chopper<\/code> fires the helicopter event, which is famous for dragging hordes toward the noise \u2014 great for an organized server event, dangerous if you spring it unannounced. <code>\/startrain<\/code> and <code>\/stoprain<\/code> control weather, and <code>\/alarm<\/code> sets off a building alarm. Pair any of these with <code>\/servermsg \"Storm incoming\"<\/code> so players know it&#8217;s intentional, then <code>\/save<\/code> afterward if you want the result locked in.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Commands to confirm before you rely on them<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Several commands appear in general PZ command lists but could not be verified verbatim in this research pass. They likely exist, but treat their exact syntax as something to confirm with <code>\/help<\/code> on your own server before publishing rules around them: <code>\/grantadmin<\/code>, <code>\/removeadmin<\/code>, <code>\/noclip<\/code>, <code>\/voiceban<\/code>, <code>\/changeoption<\/code>, <code>\/players<\/code>, and <code>\/quit<\/code>. Likewise, the <code>\/godmode<\/code> vs <code>\/godmod<\/code> spelling is worth checking in-game, since both appear in the wild.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Running commands over RCON<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">RCON (Remote Console) lets you issue the same admin commands from outside the game \u2014 from a phone, a Discord bot, or an external panel \u2014 without sitting in the server console. It&#8217;s supported natively in Project Zomboid and configured with two keys in <code>servertest.ini<\/code>:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>RCONPort=27015\nRCONPassword=YourStrongPasswordHere<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">The real-world default for <code>RCONPort<\/code> is <strong>27015<\/strong>, though some host templates use 12345 \u2014 check yours. RCON stays disabled until you set a non-empty <code>RCONPassword<\/code>; leave it blank and the feature is off. Once both keys are set and the server is restarted, connect with any standard RCON client using your server&#8217;s IP, the RCON port, and that password, then type commands <strong>without<\/strong> the leading slash (just like the local console). Treat the RCON password like a master key \u2014 anyone holding it can ban players and edit your world, so make it long and don&#8217;t reuse it.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Where commands and config meet<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Two commands bridge the gap between live admin work and the config files: <code>showoptions<\/code> and <code>reloadoptions<\/code>. A Project Zomboid dedicated server is driven by files in your <code>Zomboid\/Server\/<\/code> folder (on Windows, <code>C:\\Users\\<user>\\Zomboid\\Server<\/code>), and because the default server name is <code>servertest<\/code>, those files are named with that prefix:<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>File<\/th><th>Controls<\/th><\/tr><\/thead><tbody>\n<tr><td><code>servertest.ini<\/code><\/td><td>Networking\/ports, player cap, PVP, passwords, public listing, mod lists, map, spawn point, RCON, anti-cheat.<\/td><\/tr>\n<tr><td><code>servertest_SandboxVars.lua<\/code><\/td><td>The world ruleset: zombie population, loot rates, XP multipliers, day length, and (in Build 42) animal\/basement\/darkness settings.<\/td><\/tr>\n<tr><td><code>servertest_spawnregions.lua<\/code><\/td><td>The cities\/regions offered on the spawn-selection screen.<\/td><\/tr>\n<\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">(PZwiki also lists a <code>servertest_spawnpoints.lua<\/code> alongside these.) When you edit <code>servertest.ini<\/code> while the server is running, you don&#8217;t always need a full restart \u2014 run <code>reloadoptions<\/code> to apply the changes live, and <code>showoptions<\/code> to print the current settings so you can confirm they took. A few values worth knowing: the primary game port is <strong>16261\/UDP<\/strong> (<code>DefaultPort=16261<\/code>); the companion port is automatically <code>DefaultPort + 1<\/code> (16262), so in practice only 16261 matters since Build 41.65 retired the old per-player port range. <code>MaxPlayers<\/code> defaults to 64 (most real servers set 16 or 32), and the whitelist is governed by the <code>Open<\/code> key \u2014 covered below. Anti-cheat, by the way, is not one key but a numbered family, <code>AntiCheatProtectionType1<\/code> through <code>AntiCheatProtectionType24<\/code>, each <code>true<\/code>\/<code>false<\/code>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Whitelisting players<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The whitelist is controlled entirely by the <code>Open<\/code> setting in <code>servertest.ini<\/code>:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><code>Open=true<\/code> \u2014 anyone may join, and an account (username + password) is auto-created on first connect and stored in the player database.<\/li>\n<li><code>Open=false<\/code> \u2014 whitelist-only. Unknown users are turned away, and admins must pre-create accounts.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">You create a whitelist account with <code>\/adduser <username> <password><\/code>. To remove one, the command is commonly <code>\/removeuserfromwhitelist <username><\/code> (some builds use <code>\/removeuser<\/code> \u2014 confirm with <code>\/help<\/code>). When flipping a currently-open server to whitelist mode, <code>\/addalltowhitelist<\/code> converts everyone currently connected into whitelist accounts in one go. Note that this per-account password is separate from the server-wide <code>Password=<\/code> join password. For a step-by-step walkthrough, see <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-add-whitelist-to-project-zomboid-server\/\">our guide to adding a whitelist<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Spawning, items and the world: doing it without commands<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Some things you might reach for a command to fix are actually better handled in config. The default spawn, for instance, is governed by <code>SpawnPoint<\/code> in <code>servertest.ini<\/code>, in the form <code>SpawnPoint=X,Y,Z<\/code>. The default <code>0,0,0<\/code> is ignored \u2014 meaning players pick a starting city \u2014 while any non-zero value forces every player to spawn there (the third value is height: <code>0<\/code> = ground, <code>1<\/code> = second floor). If you&#8217;d rather offer a curated list of cities instead of a single forced point, that lives in <code>servertest_spawnregions.lua<\/code>. Our dedicated walkthrough covers <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-set-up-spawn-point-in-project-zomboid-server\/\">setting up spawn points<\/a> in detail, including how to read coordinates off a community PZ map.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">If you&#8217;re standing up the server from scratch, you&#8217;ll install it through SteamCMD using app ID <strong>380870<\/strong> (the game itself is App ID 108600), launch it with <code>StartServer64.bat<\/code> on Windows or <code>start-server.sh<\/code> on Linux, and set your admin password at the first-run console prompt. Our full <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-create-project-zomboid-dedicated-server\/\">dedicated server setup guide<\/a> covers the whole sequence, including bumping the <code>-Xmx<\/code> JVM memory flag (remember Build 42 needs more RAM headroom than B41). And if you&#8217;re loading Steam Workshop content, the golden rule is that every mod needs <strong>two<\/strong> keys \u2014 its numeric ID in <code>WorkshopItems=<\/code> and its text mod ID in <code>Mods=<\/code> \u2014 which is the focus of our guide on <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-install-steam-workshop-mods-to-your-project-zomboid-server\/\">installing Workshop mods<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">When an admin command can&#8217;t fix it: resetting a broken character<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Occasionally a single player&#8217;s character file corrupts and no in-game command will clear it. The fix is a careful, manual database edit \u2014 and because it&#8217;s destructive, read this twice and <strong>back up first<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Multiplayer saves live in <code>Zomboid\/Saves\/Multiplayer\/<servername>\/<\/code>. Per-player data sits in the SQLite database <code>players.db<\/code> inside that folder, in a table called <code>NetworkPlayers<\/code> \u2014 one row per character. To reset just one player without touching anyone else:<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Stop the server<\/strong> and <strong>make a backup copy of <code>players.db<\/code><\/strong> before doing anything else.<\/li>\n<li>Open <code>players.db<\/code> in <strong>DB Browser for SQLite<\/strong> \u2192 <strong>Browse Data<\/strong> \u2192 select the <code>NetworkPlayers<\/code> table.<\/li>\n<li>Find the broken player&#8217;s row, select that entire row, and <strong>delete just that one row<\/strong>.<\/li>\n<li>Click <strong>Write Changes<\/strong>, replace the file, and restart the server.<\/li>\n<\/ol>\n\n\n\n<p class=\"wp-block-paragraph\">The world, every other player, and all map data are untouched; the affected player simply creates a fresh character on their next join. Be clear-eyed about the trade-off: this <strong>zeroes<\/strong> the character and <strong>cannot recover<\/strong> its pre-break state, and editing a live SQLite database means a wrong row deletion is permanent \u2014 which is exactly why the backup and server stop are non-negotiable. The full procedure, with screenshots, is in our guide to <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-reset-a-broken-project-zomboid-character-without-affecting-other-players-character\/\">resetting a broken character<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Frequently asked questions<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Do I type the slash or not?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Use the leading <code>\/<\/code> only when you&#8217;re typing into the in-game chat box (and your account needs a high enough access level). In the server console and over RCON, type the command bare with no slash \u2014 for example <code>save<\/code> in the console versus <code>\/save<\/code> in chat. The arguments after the command name are identical in all cases.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I make myself an admin?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The first console password you set when the server first runs is the password for the built-in <code>admin<\/code> account \u2014 log in with username <code>admin<\/code> and that password. To promote another player, run <code>\/setaccesslevel <their-username> admin<\/code> from an account that already has admin rights (or straight from the console). Use <code>moderator<\/code>, <code>overseer<\/code>, <code>gm<\/code>, or <code>observer<\/code> for lesser roles, and <code>none<\/code> to demote someone back to a regular player.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Why does my admin command do nothing in chat?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The two usual causes are access level and syntax. If your in-game account isn&#8217;t at <code>admin<\/code> (or a level high enough for that specific command), the command is silently ignored \u2014 fix it with <code>\/setaccesslevel<\/code> from the console. If access is fine, double-check the exact spelling and arguments with <code>\/help <command><\/code>, which always reflects your installed build. Item and skill IDs in particular must use the <code>Module.Item<\/code> \/ <code>Perks.Skill<\/code> format.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">What port and app ID do I need for a dedicated server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The primary game port is <strong>16261\/UDP<\/strong> (the <code>DefaultPort<\/code> key), with a companion port at 16262 assigned automatically \u2014 since Build 41.65 only 16261 effectively matters. Install the dedicated server through SteamCMD with app ID <strong>380870<\/strong> (the playable game is App ID 108600). RCON, if you enable it, listens on <code>RCONPort<\/code>, commonly 27015.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Are the commands different in Build 42?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Across every source reviewed, the admin commands, access levels, whitelist behavior, RCON setup, and the three-file config model are the same in Build 41 and the Build 42 unstable branch. What differs in B42 is world content \u2014 an expanded Knox County with new towns, procedurally generated basements, rebuilt crafting, new SandboxVars for animals and darkness, and noticeably higher RAM needs. Note too that B42 saves are not compatible with B41, with no official converter. Since Build 42 is still on the opt-in unstable branch as of mid-2026, always verify any build-specific behavior with <code>\/help<\/code> on your own server.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Can I run admin commands remotely?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Yes \u2014 that&#8217;s exactly what RCON is for. Set <code>RCONPort<\/code> (commonly 27015) and a strong <code>RCONPassword<\/code> in <code>servertest.ini<\/code>, restart, then connect with any RCON client to issue commands without the slash prefix. It&#8217;s the cleanest way to drive your server from a Discord bot or panel. If you&#8217;d rather skip the manual setup entirely, our managed <a href=\"https:\/\/xgamingserver.com\/project-zomboid-server-hosting\">Project Zomboid server hosting<\/a> ships with a web control panel and RCON pre-wired, and you can pair it with the full <a href=\"https:\/\/xgamingserver.com\/docs\/project-zomboid\">Project Zomboid documentation<\/a> for everything from mods to backups.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Admin commands are the single most useful tool a Project Zomboid server owner has. They let you set who can moderate, hand out items and XP, teleport players, trigger weather and events, ban griefers, and save the world on demand \u2014 all without touching a config file or restarting the server. This guide is a [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":1466,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[41],"tags":[],"class_list":["post-1460","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-project-zomboid-server-docs"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v24.5 (Yoast SEO v26.7) - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Project Zomboid Server Admin Commands - XGamingServer<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/xgamingserver.com\/blog\/project-zomboid-server-admin-commands\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Project Zomboid Server Admin Commands\" \/>\n<meta property=\"og:description\" content=\"Admin commands are the single most useful tool a Project Zomboid server owner has. 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