1. Core helpers
- Antibodies
- Skill Recovery Journal
- [B41/B42] Homebound: Spawn Point
2. Maps / Radar 4. MinimapZ 5. Limitless Map Zoom-In [B42] (explicit MinimapZ companion)
3. Inventory & world QoL 6. Proximity Inventory [B41/42] 7. Has Been Read
4. HUD & info 8. [B41/B42] Mini Health Panel 9. [B42] Minimal Display Bars 10. [B42] Moodle Descriptions Expanded 11. [B42.11] Detailed Descriptions for Occupations & Traits 12. Combat Text
5. Cheats / emergency tools 13. [B42] Cheat Menu Rebirth (or just keep it disabled until needed)
That order keeps foundational systems first, visual overlays later, and the nuclear button at the bottom.
From main menu:
Solo → Custom Sandbox
At bottom, choose preset Builder as a base (more forgiving than Apocalypse) and then edit to match the settings below. Builder uses the same underlying sandbox system that Custom Sandbox exposes. ([PZWiki][1])
Pick: Riverside (primary) or Rosewood (backup)
Why:
- Riverside: 2nd-lowest zombie population + very solid loot = widely recommended as ideal beginner town. ([PZWiki][2])
- Rosewood: absolute lowest pop, slightly less loot; also fine if you like smaller towns. ([PZWiki][3])
Either works with this easy-mode preset. If you’re unsure: choose Riverside.
Population tab
- Zombie Count: Low
- Zombie Distribution: Urban Focused
- Population Peak Day: 1
- Population Peak Multiplier: 1.0
- Respawn Hours: 0
- Respawn Unseen Hours: 0
- Respawn Multiplier: 0.0
- Redistribute Hours: 0 (no migration)
This gives you:
- Light initial population
- No magical respawns behind you
- Clearing an area = it stays calm (perfect with MinimapZ). Based on how population/respawn sliders work in official docs. ([PZWiki][1])
Zombie Lore tab
Set Proper Zombies: Off so you can edit sliders. ([PZWiki][1])
- Speed: Shamblers
- Strength: Weak
- Toughness: Fragile
- Cognition: Basic navigation
- Memory: Short
- Sight: Poor
- Hearing: Poor
- Crawl Under Vehicle: Rare (or None if allowed)
- Day/Night Activity: Both (fine with your radar; no spikes)
- Drag Down: Off
- Zombie House Alarm Triggering: Off
For true first-run comfort:
- Transmission: None
- Infection Mortality: Never
- Reanimate Time: Never
That fully disables Knox infection lethality; it’s supported directly by sandbox options. ([PZWiki][1])
You also have Antibodies in your stack: once you’re comfy, you can switch Transmission back to Blood + Saliva and let Antibodies make it forgiving-but-manageable instead of lethal.
Time
- Day Length: 1 hour (vanilla feel, but you can bump to 2 hours if you want very long days)
- Start Month: July (best weather/foraging window) ([PZWiki][1])
- Start Day: 9
- Start Time: 9:00 AM
World
- Water Shutoff: 0–5 years
- Electricity Shutoff: 0–5 years
- House Alarms Frequency: Extremely Rare
- Locked Houses Frequency: Rare
- Food Spoilage: Very Slow
- Refrigeration Effectiveness: Very High
- Fire Spread: Off
- Loot Respawn: None (you already have Abundant loot; no need)
These values keep logistics hilariously chill: you are not doing “desperate well-hunting Zomboid” on run one. Based on official sandbox option behaviors. ([PZWiki][1])
Nature
- Temperature: Normal
- Rain: Normal
- Erosion Speed: Very Slow
Meta (Events)
- Meta Events: Never
- Helicopter: Never
Heli is explicitly described as a difficulty spike for new players; we cut it for the comfy run. ([PZWiki][4])
Loot Rarity tab
Set all to Abundant:
- Food
- Weapon
- Ranged Weapon
- Ammo
- Medical
- Survival
- Mechanics etc.
Optimal for “I just want to learn systems + mess around,” consistent with “set all sliders to easy” approach for easy gameplay. ([Steam Community][5])
Character / Player
- Starter Kit: On
- XP Multiplier: 2.0 (levels come faster; keeps learning fun)
- Nutrition: On or Off (either is fine; if “off” = one less thing to think about)
Combat
- Melee Multi-Hit: On
- Hit Reaction: Very Low
- Rear Vulnerability: Low
- Knocked Down by Zombies: Low or Never (if available)
- Injury Severity: Low
Multi-Hit + weak zombies + low rear-bite chance = melee feels heroic instead of slapstick horror. These are standard newbie-friendly tweaks recommended in guides and recognized in sandbox docs. ([PZWiki][1])
In-Game Map
- Allow Mini-Map: On
- Allow World Map: On
PZ’s docs + server guides are clear: mini-map can be disabled per sandbox; you must keep it on for MinimapZ to work.
Then in-game:
- Open minimap → press S to enable MinimapZ zombie symbols (per its Workshop description).
Vehicle tab
- Vehicle Availability: High
- Gas in Tanks: High
- Car Wrecks: Low
- Car Lock Frequency: Rare
- Initial Gas Station Amount: High
- Player Damage From Car Crash: Low
- Car Damage On Impact: Low
Car = mobile base + escape button. These settings make that trivial without you wrestling with keys/RNG. Guided by sandbox vehicle options. ([PZWiki][1])
You’re ready for “Vacation in Kentucky (With Knives).” Let’s wire up a single, no-brainer easy-mode build that fits:
Occupation: Custom Occupation
-
Gives you 8 free points and no weird obligations. ([PZWiki][1])
-
You don’t need Burglar because:
- You turned the world to Easy Mode.
- You’ve got MinimapZ, abundant loot, friendly vehicles.
- Cheat Menu exists as an emergency button.
Think of it as “I was an IT guy, now I’m Batman.”
Take these:
-
Fast Learner (-6)
- 130% XP for all skills except Strength/Fitness. You outgrow your mistakes absurdly fast. ([PZWiki][2])
-
Dextrous (-2)
- 50% transfer time for inventory, faster weapon shouldering, faster rope use. Less time looting = less time to get jumped. ([PZWiki][3])
-
Keen Hearing (-6)
- 200% perception radius, better awareness of stuff creeping up behind you. Stacks beautifully with your MinimapZ awareness to make ambushes almost illegal. ([PZWiki][4])
These three alone turn you into:
- “Learns fast”
- “Loots fast”
- “Sees/hears danger before it’s a problem”
Total positive cost: 14 points
You started with +8 from Custom, spent 14, so you’re at -6. Grab very low-impact negatives that your easy sandbox + QoL stack trivialize:
-
Hearty Appetite (+4)
- You get hungry faster. With Abundant food this is a non-issue. ([PZWiki][5])
-
High Thirst (+1)
- Drink more often. You have running water for ages + sinks everywhere. It’s just “press E sometimes.” ([PZWiki][6])
-
Slow Healer (+3)
- Injuries take longer to heal; on easy zombies + MinimapZ + Mini Health Panel, you’re rarely seriously hurt, and Antibodies/infection-off removes the scary part. ([PZWiki][7])
Math:
- Start: +8
- Positives: -14
- Negatives: +4 +1 +3 = +8
- Final: +2 (>= 0, you’re good; leaving extra points unused is totally fine)
Why this set is newb-proof:
- No anxiety traits (no claustro/agoraphobia, no smoker upkeep, no vision penalties).
- No traits that secretly make zombies deadlier (no Thin-Skinned, no Weak).
- Downsides are solved by “eat snack, sip water, don’t face-tank 40 zombies.”
Base Strength/Fitness: leave default.
- On your sandbox + shamblers, 5/5 is plenty.
- Your MinimapZ + lore settings mean you shouldn’t be endlessly kiting mega-hordes anyway.
A few thematically appropriate easy-mode survivors:
- Jamie Softserve
- Hank Heartbeat
- Doug Snacksworth