{"id":1622,"date":"2022-01-31T07:28:26","date_gmt":"2022-01-31T07:28:26","guid":{"rendered":"https:\/\/xgamingserver.com\/blog\/?p=1622"},"modified":"2026-06-15T10:49:03","modified_gmt":"2026-06-15T10:49:03","slug":"how-to-check-project-zomboid-server-logs","status":"publish","type":"post","link":"https:\/\/xgamingserver.com\/blog\/how-to-check-project-zomboid-server-logs\/","title":{"rendered":"How to check Project Zomboid server logs"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">When a Project Zomboid dedicated server crashes, refuses to load a mod, or a player accuses someone of random-deathmatching, the answer is almost always already written down somewhere. Your server logs are the single most useful diagnostic tool you have, and most admins never open them until something is on fire. This guide walks through exactly where Project Zomboid writes its logs, what each file is for, and how to read them to debug crashes, trace mod-load failures back to a specific mod ID, moderate chat and PVP disputes, and interpret anti-cheat kicks.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Everything here applies to <strong>Build 41 (B41.78)<\/strong>, which is still the stable default branch on Steam as of mid-2026, and carries forward to <strong>Build 42<\/strong>, which remains on the opt-in &#8220;unstable&#8221; beta branch (latest release in our sources is Build 42.17.0, around April 2026). The log file layout, folder structure, and admin workflow are identical across both builds, so you can use this regardless of which branch your server runs.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Where Project Zomboid keeps its logs<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">A Project Zomboid dedicated server writes all of its files into the user-level <code>Zomboid\/<\/code> folder. On Windows that is <code>C:\\Users\\<user>\\Zomboid\\<\/code>; on Linux it sits in the home directory of the account running the server. Inside that folder you will find three subfolders that matter:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><code>Server\/<\/code> \u2014 your config files (<code>servertest.ini<\/code>, <code>servertest_SandboxVars.lua<\/code>, <code>servertest_spawnregions.lua<\/code>).<\/li>\n<li><code>Saves\/<\/code> \u2014 the actual saved worlds and player databases.<\/li>\n<li><code>Logs\/<\/code> \u2014 the timestamped, archived log files from previous sessions.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">There are two distinct things people mean by &#8220;the logs,&#8221; and it is worth being precise about both:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>The live console output<\/strong> \u2014 the file <code>server-console.txt<\/code>, which lives directly in the <code>Zomboid\/<\/code> folder at the same level as <code>Server\/<\/code>. This is the running stdout\/stderr stream: the startup sequence, mod-load output, player connects and disconnects, and any errors thrown while the server is up.<\/li>\n<li><strong>The archived per-session logs<\/strong> \u2014 when the server restarts, the previous session&#8217;s logs are moved into <code>Zomboid\/Logs\/<\/code> and timestamped (often zipped). These split the activity into separate files by type so you can jump straight to the category you care about.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">If you are on a managed host, your control panel almost always exposes <code>server-console.txt<\/code> as a live &#8220;Console&#8221; or &#8220;Logs&#8221; tab, and gives you a file manager view of the <code>Logs\/<\/code> folder. The file names and contents are the same whether you read them through a panel, FTP, or directly on disk.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The live console: server-console.txt<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Start here for almost every problem. <code>server-console.txt<\/code> is the first thing to read when a server won&#8217;t boot, hangs on startup, or won&#8217;t let players in. On a healthy launch you should see Java initialize, the world load, the Workshop items download and resolve, the mods load in order, and finally a line indicating the server is up and listening on its port (by default UDP <code>16261<\/code>).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Read it top to bottom. The most common failure is a mod-load error during the &#8220;loading mods&#8221; phase \u2014 the console will print which mod it was working on when the error occurred. Player connection problems also show up here: you will see the connect attempt, and if the player is rejected (whitelist, anti-cheat, version mismatch) the rejection reason is logged right next to it.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Zomboid\/Logs\/ folder: what each file covers<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Inside <code>Zomboid\/Logs\/<\/code>, each archived file follows a <code><timestamp>_<type>.txt<\/code> naming pattern, so a single restart produces a matched set of files all sharing the same timestamp prefix. The timestamp makes it easy to line up &#8220;what happened across every category at the moment of the crash.&#8221; Here are the file types you will actually use:<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Log file<\/th><th>What it contains<\/th><th>Use it for<\/th><\/tr><\/thead><tbody>\n<tr><td><code>*_DebugLog-server.txt<\/code><\/td><td>Detailed internal game logic, Lua execution, and stack traces<\/td><td>Mod Lua errors and crash debugging \u2014 your single best file<\/td><\/tr>\n<tr><td><code>*_coop-console.txt<\/code> \/ <code>server-console.txt<\/code><\/td><td>Main console output \u2014 startup, mod loading, player connections<\/td><td>Confirming a clean boot, catching mod-load failures<\/td><\/tr>\n<tr><td><code>*_chat.txt<\/code><\/td><td>All in-game text chat (Global, Safehouse, Faction)<\/td><td>Moderating language, harassment, scam disputes<\/td><\/tr>\n<tr><td><code>*_pvp.txt<\/code><\/td><td>Player-on-player damage events<\/td><td>Resolving RDM and combat-logging accusations<\/td><\/tr>\n<tr><td><code>*_user*<\/code> \/ <code>*_safety*<\/code><\/td><td>Player actions and anti-cheat flags\/kicks<\/td><td>Investigating anti-cheat kicks and bans<\/td><\/tr>\n<tr><td><code>*_perf*<\/code><\/td><td>Performance metrics over the session<\/td><td>Diagnosing lag and tick-rate problems (lightly documented)<\/td><\/tr>\n<\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The <code>*_perf*<\/code> file is the least documented of the set; treat it as a rough record of how the server was performing over time rather than a precisely specified format. If you are chasing lag, it is worth opening, but the console and your host&#8217;s resource graphs will usually tell you more.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Debugging a crash with DebugLog-server.txt<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">When the server crashes or behaves erratically and the console doesn&#8217;t make the cause obvious, open the most recent <code>*_DebugLog-server.txt<\/code>. This is the detailed internal log \u2014 it captures the game&#8217;s Lua execution and prints stack traces when something throws. A typical crash investigation goes like this:<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li>Sort <code>Zomboid\/Logs\/<\/code> by modified time and grab the newest <code>DebugLog-server<\/code> file (or the live one if the crash just happened).<\/li>\n<li>Scroll to the bottom \u2014 the fatal error is usually the last thing written before the process died.<\/li>\n<li>Read upward from the error to find the stack trace and any &#8220;attempted index&#8221;, &#8220;nil&#8221;, or &#8220;callframe&#8221; lines that name a function or file.<\/li>\n<li>Look for a mod identifier near the error. Lua errors thrown by a mod almost always reference that mod&#8217;s files or ID in the trace.<\/li>\n<\/ol>\n\n\n\n<p class=\"wp-block-paragraph\">That last point is the key to fixing the vast majority of server crashes: the error text points at the culprit. Once you have a suspect mod ID, the fix is to remove it from the <code>Mods=<\/code> line in <code>servertest.ini<\/code> and restart. If the crash stops, you&#8217;ve found it. The mechanics of how mods are listed \u2014 and why a single mod needs two separate entries \u2014 are covered in the next section.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Diagnosing mod-load failures<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Mod problems are the most common reason a Project Zomboid server fails to start, and almost all of them trace back to the two-key Workshop system. Adding a Workshop mod requires <strong>two separate entries<\/strong> in <code>servertest.ini<\/code>, and getting one without the other is the number-one mod gotcha:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><code>WorkshopItems=<\/code> \u2014 the <strong>numeric Steam Workshop IDs<\/strong> (the number from the Workshop URL), semicolon-separated. This tells the server <em>what to download<\/em>.<\/li>\n<li><code>Mods=<\/code> \u2014 the <strong>internal Mod IDs<\/strong> (text identifiers inside each mod, not display names), semicolon-separated. This tells the server <em>what to activate<\/em>.<\/li>\n<\/ul>\n\n\n\n<pre class=\"wp-block-code\"><code>WorkshopItems=624489512;972954692;670807387\nMods=CraftableAxes;Katana;MREMeal;NecroForge<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">A Workshop ID alone downloads the package but never loads it; a Mod ID alone won&#8217;t download anything. The console will tell you which side broke. The classic symptoms in <code>server-console.txt<\/code> or the coop-console log:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>&#8220;Mod not found&#8221; \/ load fails near a specific ID<\/strong> \u2014 usually a typo in <code>Mods=<\/code>, or you used the mod&#8217;s display name instead of its internal Mod ID. Note that one Workshop item can contain several Mod IDs.<\/li>\n<li><strong>Download succeeds but the mod isn&#8217;t active<\/strong> \u2014 the Workshop ID is in <code>WorkshopItems=<\/code> but the corresponding Mod ID is missing from <code>Mods=<\/code>.<\/li>\n<li><strong>A crash mid-load after a mod loads<\/strong> \u2014 an incompatibility or a bug in the mod&#8217;s Lua. The mod named just before the error in the console (or in the <code>DebugLog-server<\/code> stack trace) is your suspect. Load order is left-to-right in <code>Mods=<\/code>, and later entries can override earlier ones, so a conflict often shows up as the second of two mods that touch the same thing.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">The fastest way to isolate a bad mod is the binary-search approach: comment out half your <code>Mods=<\/code> list, restart, and see if the server boots. Repeat on the failing half until you&#8217;ve found the one. For a full walkthrough of finding internal Mod IDs and the download flow, see our guide on <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-install-steam-workshop-mods-to-your-project-zomboid-server\/\">installing Steam Workshop mods on a Project Zomboid server<\/a>, and the broader <a href=\"https:\/\/xgamingserver.com\/blog\/servertest-ini-project-zomboid-server-explained\/\">servertest.ini settings reference<\/a> for everything else in that file.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Moderating chat and PVP disputes<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Once your server has real players, the logs become a moderation tool. Two files do almost all the work here.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">chat.txt \u2014 language, harassment, and scam disputes<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The <code>*_chat.txt<\/code> log records all in-game text chat across the Global, Safehouse, and Faction channels. When someone reports harassment, a slur, or a &#8220;they promised X and didn&#8217;t deliver&#8221; trade dispute, this is your evidence. Search it for the usernames involved and the rough time the incident happened \u2014 the timestamped filename helps you grab the right session.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">pvp.txt \u2014 RDM and combat-logging accusations<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The <code>*_pvp.txt<\/code> log records player-on-player damage events. On a PVP server this is how you settle &#8220;he killed me for no reason&#8221; and combat-logging claims: you can see who damaged whom and in what order, which usually makes it obvious whether a kill was retaliation, an ambush, or genuine random deathmatch. Cross-reference it with <code>chat.txt<\/code> for the full picture \u2014 players often announce their intentions (or their disputes) in chat right before or after the fight.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Note that whether PVP damage even occurs depends on your config. <code>PVP=true<\/code> ships as the default, and the <code>SafetySystem<\/code> toggle (also <code>true<\/code> by default) governs the safety\/duel mechanic that gates accidental friendly fire. If players say they &#8220;can&#8217;t hurt each other,&#8221; that is a config question, not a log question.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Once you&#8217;ve gathered the evidence, you act with admin commands. Useful ones for moderation: <code>\/kick <user> [reason]<\/code> removes someone (they can rejoin unless banned), and <code>\/banid <SteamID> true<\/code> or <code>\/banuser <user> true<\/code> ban by Steam ID or username with the <code>true<\/code> flag persisting the ban. The full set is covered in our <a href=\"https:\/\/xgamingserver.com\/blog\/project-zomboid-server-admin-commands\/\">Project Zomboid admin commands guide<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Anti-cheat kicks: reading the user and safety logs<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">When a player is silently kicked and swears they did nothing, the <code>*_user*<\/code> and <code>*_safety*<\/code> logs are where the anti-cheat system records its flags. Project Zomboid&#8217;s anti-cheat is built from a family of independently toggleable protection types \u2014 in <code>servertest.ini<\/code> these appear as numbered keys <code>AntiCheatProtectionType1<\/code> through <code>AntiCheatProtectionType24<\/code>, each set to <code>true<\/code> or <code>false<\/code>, rather than as one single switch.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Each protection type catches a different class of suspicious behavior, and when one triggers, the kick is logged with the type number. For example, a &#8220;Type 12&#8221; flag corresponds to a Lua checksum mismatch \u2014 which, importantly, is frequently caused by a legitimate mod\/version desync between client and server, not by actual cheating. That is the key insight for admins: <strong>an anti-cheat kick is a starting point for investigation, not a verdict.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">If many players are getting kicked with the same type right after you changed mods or the server updated, the cause is almost certainly a mod or version mismatch, not a wave of hackers. Make sure clients are on the same build (B41 stable vs. B42 unstable matters here) and have the same Workshop mods synced. If a specific protection type is producing constant false positives with a known-good mod list, server owners sometimes disable just that one numbered type \u2014 but do so deliberately, because each one is a real protection.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">A practical admin log workflow<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Putting it all together, here&#8217;s the routine that resolves most incidents:<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Server won&#8217;t start or just crashed?<\/strong> Read <code>server-console.txt<\/code> top to bottom to find where it stopped, then open the latest <code>DebugLog-server.txt<\/code> for the stack trace and the mod ID near the error.<\/li>\n<li><strong>A mod broke it?<\/strong> Confirm the mod has both a <code>WorkshopItems=<\/code> entry and a matching <code>Mods=<\/code> entry, then remove or reorder the suspect in <code>Mods=<\/code>.<\/li>\n<li><strong>Player behavior report?<\/strong> Pull the matching timestamped <code>chat.txt<\/code> and <code>pvp.txt<\/code> for the session, find the usernames, then act with <code>\/kick<\/code>, <code>\/banuser<\/code>, or <code>\/banid<\/code>.<\/li>\n<li><strong>Mystery kicks?<\/strong> Check <code>*_user*<\/code>\/<code>*_safety*<\/code> for the anti-cheat type number and rule out a mod\/version desync before assuming foul play.<\/li>\n<\/ol>\n\n\n\n<p class=\"wp-block-paragraph\">For faster reading of large or zipped <code>DebugLog-server<\/code> files, the community maintains a Project Zomboid Log Analyzer on Nexus Mods that parses the output and highlights errors \u2014 handy when a session log runs to thousands of lines.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">One more tip: if you can reproduce a player-specific problem (a corrupted character, an item exploit), remember that player data lives in a separate SQLite database, not in the logs. Multiplayer saves sit in <code>Zomboid\/Saves\/Multiplayer\/<servername>\/<\/code>, and each character is a row in the <code>NetworkPlayers<\/code> table of <code>players.db<\/code>. Editing that database is destructive \u2014 always <strong>stop the server and back up <code>players.db<\/code> first<\/strong> \u2014 and the full safe procedure is in our guide on <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-reset-a-broken-project-zomboid-character-without-affecting-other-players-character\/\">resetting a broken character without affecting other players<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">If you&#8217;d rather skip the file-hunting entirely, a managed <a href=\"https:\/\/xgamingserver.com\/project-zomboid-server-hosting\">Project Zomboid server hosting plan<\/a> surfaces the live console and the full <code>Logs\/<\/code> folder in your control panel, so reading <code>server-console.txt<\/code> or downloading a <code>DebugLog-server<\/code> file is a couple of clicks. You can also follow our step-by-step <a href=\"https:\/\/xgamingserver.com\/docs\/project-zomboid\">Project Zomboid server documentation<\/a> for setup and configuration details.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Frequently asked questions<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Where is the Project Zomboid server log file located?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The live log is <code>server-console.txt<\/code>, located in your <code>Zomboid\/<\/code> user folder (on Windows, <code>C:\\Users\\<user>\\Zomboid\\<\/code>) at the same level as the <code>Server\/<\/code> folder. When the server restarts, the previous session&#8217;s logs are archived into the <code>Zomboid\/Logs\/<\/code> subfolder, timestamped and often zipped. Managed hosts expose both through the control panel&#8217;s console and file manager.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Which log file shows mod errors and crashes?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The <code>*_DebugLog-server.txt<\/code> file in <code>Zomboid\/Logs\/<\/code> is the best place to look. It captures detailed internal game logic, Lua execution, and stack traces. When a mod throws an error, the trace usually names the mod&#8217;s files or ID \u2014 that tells you which entry to remove from your <code>Mods=<\/code> line. The startup-level mod-load failures (download errors, missing IDs) appear in <code>server-console.txt<\/code> instead.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I tell who started a PVP fight on my server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Open the <code>*_pvp.txt<\/code> log for the session in question. It records player-on-player damage events, so you can see who damaged whom and in what order. Match the timestamps and usernames against the <code>*_chat.txt<\/code> log to see what was said before and after. Together these resolve most random-deathmatch and combat-logging disputes.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">What does an anti-cheat &#8220;Type 12&#8221; kick mean?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Type 12 is a Lua checksum mismatch \u2014 the client&#8217;s mod\/Lua state didn&#8217;t match the server&#8217;s. It is logged in the <code>*_user*<\/code>\/<code>*_safety*<\/code> logs. Despite the alarming name, it is most often caused by a legitimate mod or game-version desync (for example, a client on Build 42 unstable trying to join a Build 41 server, or a mod that hasn&#8217;t synced) rather than actual cheating. Confirm everyone is on the same build and mod list before treating it as a ban-worthy offense.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Why is my server-console.txt empty or not updating?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">If <code>server-console.txt<\/code> is empty, the server process likely never started \u2014 check that your start script (<code>StartServer64.bat<\/code> on Windows, <code>start-server.sh<\/code> on Linux) launched successfully and that Java is allocating memory via the <code>-Xmx<\/code> flag. If it stopped updating mid-session, the server may have crashed; the last lines written are your clue, and the matching archived logs in <code>Zomboid\/Logs\/<\/code> will hold the final stack trace. On a managed host, restart from the panel and watch the console live as it boots.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Do Build 41 and Build 42 use different log files?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">No. The log file types, names, and the <code>Zomboid\/Logs\/<\/code> folder structure are the same across Build 41 (the current stable branch) and Build 42 (the unstable beta branch as of mid-2026). What differs between the builds is the world content, crafting, basements, and some <code>SandboxVars.lua<\/code> settings \u2014 and crucially, saves are <em>not<\/em> cross-compatible between the two builds. The way you read and use logs is identical regardless of branch.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>When a Project Zomboid dedicated server crashes, refuses to load a mod, or a player accuses someone of random-deathmatching, the answer is almost always already written down somewhere. Your server logs are the single most useful diagnostic tool you have, and most admins never open them until something is on fire. This guide walks through [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":1629,"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-1622","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>How to check Project Zomboid server logs - 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\/how-to-check-project-zomboid-server-logs\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How to check Project Zomboid server logs\" \/>\n<meta property=\"og:description\" content=\"When a Project Zomboid dedicated server crashes, refuses to load a mod, or a player accuses someone of random-deathmatching, the answer is almost always already written down somewhere. Your server logs are the single most useful diagnostic tool you have, and most admins never open them until something is on fire. 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