BDL-PUB-002 // FIELD MANUAL — PUBLIC COPY
Field Manual
Everything Knox County expects you to already know.
32 SLOTS · PASSWORD GATED · PERMADEATH
muldraugh, ky · fast shamblers · no loot respawn
build 42.20.3 · restarts 06:00 daily
216.109.177.99:16261
01 / Getting in
One address, one password, no application.
$ 216.109.177.99:16261
> password: in Discord
In Project Zomboid, hit Join → Internet and search for BADLANDS, or use Favourites → Add server and paste the address above. Favourites is more reliable — the public browser depends on Steam's list and occasionally lies about who's online.
Your first connection will download the server's mods automatically. It's ten items and a couple of minutes; don't kill the client because the progress bar sits still for a while.
IF YOU HANG ON "GETTING SERVER INFO"
Quit Project Zomboid completely — all the way out of the process, not just back to the menu — and relaunch. That screen is where a half-finished connection attempt goes to sulk, and a client restart clears it every time.
02 / The deal
You are playing a survivor. That survivor is not you.
They get tired, frightened and stupid. They make decisions at 3am on no sleep with a fever coming on. The best stories on this server come from those limits working against the player holding the mouse.
- You won't always win. You'll get bitten, robbed, cornered. That's the server working, not breaking.
- Take the L when the L makes sense. Three armed people want your bag — give them the bag. Bags are replaceable; forty hours of skills aren't.
- Fear is the genre. Nobody in a zombie film sprints into a horde to prove a point. They back off and leave the loot.
- Dying well beats surviving boringly. Nobody tells the story about six weeks indoors eating tinned peaches.
THE YARDSTICK
If a character in a zombie film would beg, beg. If they'd run and leave someone behind, run. Play the scene, not the score.
03 / Your first night
The first two hours decide whether you get a character or an anecdote.
- Get off the main road. Spawn towns are picked over and busy. Walk until the houses thin out.
- Walk, don't run. These are fast shamblers — quicker than the classic shuffle and quite capable of catching you in the open. Hold Shift to move quietly.
- Curtains, then doors. Close the curtains before you put a light on. You won't be sleeping — sleep is switched off on this server, so night is for staying still, not skipping ahead.
- Find a bag first. Inventory space is the real early-game upgrade, not weapons. You spawn with matches, a bandage, a full water bottle, a notebook and a pen — nothing else.
- Eat and drink before you're desperate. Fridges still work while the power's on. That won't last.
- Do not fire a gun. Not on day one. Every zombie within a very generous radius is now walking towards you and they do not get bored.
THE CLASSIC DAY-ONE DEATH
Player finds a shotgun, gets surrounded, fires to clear a path, pulls in three times as many, panics, sprints into a fence, falls over, dies. You will watch someone do this in your first week. Try not to be them.
04 / Building a character
Build for the story you want, not the stat line.
Character creation gives you 40 free points on top of the usual budget, so you don't have to gut your character with negative traits to afford anything. Build the person you want to play. A few things still matter more here than in single-player:
| Worth taking | Why |
|---|---|
| Occupations with a social hook | Doctor, mechanic, farmer, cop. Gives other players a reason to want you alive. |
| Negative traits you'll actually play | Smoker, cowardly, short-sighted. You don't need the points — take them because they give you something to act. |
| Fitness / strength | Hard to raise later, and it's what stops a two-zombie mistake becoming a death. |
| Any medical skill | Genuinely rare. Being the person who can stitch someone up makes you valuable. |
Give them a name that isn't a joke, and decide one thing about them before you spawn — where they were when it started, and who they're looking for. That's enough to roleplay from.
05 / Death
Respawning as yourself is switched off. When you die, that person is gone.
No corpse run, no skill recovery, no "my character survived somehow". You make someone new, and that someone knows nothing — not your base, not your stash, not the name of whoever killed you.
BITES
Transmission is set to saliva only: a bite will kill you, but scratches and lacerations won't infect you — they bleed and can go septic the ordinary way, which is survivable. So a bite is a death sentence with a delay on it. Play the delay. The fever, the lie you tell your group, the decision about whether to walk out on your own — that is the best sequence this game offers and you get it once per character.
You're welcome to make the new character related to the old one — a brother, a friend from the same town — but they arrive with no knowledge the old one had. That's the rule that makes permadeath mean anything.
06 / Safehouses
Claim what you use. Defend what you claim.
The safehouse system lets you claim a building and add other players to it, so the server knows whose home is whose. You can claim from your first day, but residential buildings only — no warehouses, shops or factories. Claim the place you actually live in, not eleven buildings you'll never visit.
- Loot inside is shared with everyone on the claim. Choose housemates accordingly.
- A claim is not a locked door. Trespassing is allowed — the claim records whose house it is, it doesn't keep anyone out.
- Go quiet and you lose it. Six days without anyone on the claim logging in and the safehouse is released.
- Raids need a reason — a feud, a debt, a rumour. "It was there" isn't one.
- Take, don't level. Loot a raided base and leave the structure standing. Burning it down is griefing.
- Build somewhere boring. The heavily fortified place on the main road announces itself. The unremarkable house two streets back does not.
07 / Other survivors
PVP is on, but it's tuned so that talking still works.
Melee lands at 30% damage and firearms at 50%. Fights take longer than you expect, which is deliberate — it leaves room for someone to surrender, negotiate or run instead of dying in one exchange.
The safety system is on: you cannot hurt another player until you deliberately switch your safety off, and everyone can see when you have. Nobody dies here by accident, and flipping safety off in front of somebody is itself an act of roleplay — it's the equivalent of drawing.
Proximity voice is enabled and positional — audible from roughly 10 metres out to 100. Talking is the primary tool, not a fallback.
- Speak before you swing. A threat, a demand, anything. No silent axe to the back of the head.
- Hands up means hands off. You cannot kill someone who has surrendered and complied.
- Take what you came for and go. Stripping someone naked and leaving them in a horde isn't roleplay, it's cruelty with extra steps.
- New arrivals are off-limits. Spawn camping people with nothing worth taking gets you removed.
Most of the memorable encounters on a server like this are the ones where nobody swung at all — a tense trade at a roadblock, a stranger let into a house for a night. Shooting is the least interesting thing you can do to another player.
08 / Server specifics
Every value below is read straight out of the live server config.
| Setting | Value |
|---|---|
| Build | 42.20.3 (stable) |
| Map | Muldraugh, KY |
| Slots | 32 |
| Respawn as self / as other | Off — permadeath |
| Zombie speed | Fast shamblers |
| Zombie population | Normal, urban-focused |
| Zombie respawn | Low — and they migrate between cells |
| Zombie senses | Sight and hearing randomised between normal and poor |
| Infection | Saliva only — bites kill, scratches don't infect |
| Loot respawn | Off entirely |
| Free points at creation | 40 |
| Sleep | Disabled |
| PVP | On · melee 30% · firearms 50% · safety system on |
| Voice | On, positional — 10m to 100m |
| Factions | Enabled, no survival time required |
| Safehouses | Residential buildings only, claim from day one, loot shared, trespass allowed, released after 6 days idle |
| Day length | 3 real hours |
| World start | 9 July 1993, 9 AM — day zero of the outbreak |
| Water shutoff | Within 30 days of the start date |
| Power shutoff | Between day 14 and day 30 |
| Starting kit | Matches, bandage, full water bottle, notebook, pen |
| World saves | Every 15 minutes |
| When empty | The world pauses — nothing rots while nobody's on |
| Deaths announced | No |
| Restart | 06:00 daily — warnings at 15 minutes, 5 minutes and 60 seconds |
Mods
10 workshop items, 11 mod IDs, downloaded automatically on first join:
| Mod ID | What it adds |
|---|---|
| 91fordRanger | '91 Ford Ranger |
| 93fordF350 | '93 Ford F350 |
| VanillaGearExpanded | More bags, holsters and webbing in vanilla style |
| Vanilla_MRE_42 | Military ration packs in the loot table |
| RepairAnyClothes | Patch up clothing instead of binning it |
| SpnCloth · SpnOpenClothBase · SpnOpenCloth | Wider variety of starting and lootable clothing |
| Ladders4220 | Placeable ladders for base access |
| HempRoll | Exactly what it sounds like |
| damnlib | Shared library the above depend on |