NEW PLAYER GUIDE
Everything you need to know before beginning your survival story.
Meeks Protocol is a long-term PvE survival server built around permanent world progression, cooperative clearing, gradual resource replenishment, dangerous regional sprinters, player-run businesses, repairable utilities, weekly competitions, and an evolving economy. The world does not reset and zombies do not respawn, but loot gradually replenishes in lightly stocked containers.
Read This Before Entering a Town
The server uses random zombie movement speeds with a base configuration containing up to 50% sprinters. A regional zombie system is also enabled in major populated areas.
The regional zombie system has a 100% activation chance in these areas. Regional behavior may override the general zombie-speed configuration.
- ▸ Do not enter a major town alone.
- ▸ Scout before leaving your vehicle.
- ▸ Maintain an open escape route.
- ▸ Avoid fighting multiple sprinters at once.
- ▸ Never fight while exhausted or overloaded.
- ▸ Carry emergency endurance supplies.
- ▸ Do not assume a previously cleared location is completely safe.
Meeks Protocol is designed as a persistent survival world. Players are encouraged to clear territory, build communities, create businesses, trade resources, restore infrastructure, and contribute to the long-term history of the server.
| Server Name | The Meeks Protocol | PZ Community |
| Connection Port | 17200 |
| Max Players | 40 |
| Playstyle | PvE Only (PVP=false) |
| World Persistence | Pauses when empty |
- ▸ No planned world wipes or resets
- ▸ Permanent zombie clearing
- ▸ Limited resources with gradual replenishment
- ▸ Community cooperation
- ▸ Player-run commerce
- ▸ Meaningful long-term progression
- ▸ High-risk expeditions into populated areas
| Player Safehouses | Enabled |
| Max Safehouse Claims | 1 per account |
| Max Vehicle Claims | 5 per account |
| Claim Requirements | Bedroom, kitchen, living room |
| Trespass | Allowed (non-members can enter) |
| Item Looting by Non-Members | Disabled |
| Fire Damage | Disabled |
| Animal Damage Protection | Enabled |
| Vehicle Damage Protection | Enabled |
| Safehouse Expiry | 14 real-world days |
| Key Duplication | Mechanics Lvl 5 + Electrical Lvl 2 |
| Starting Date | July 9 |
| Starting Time | 9:00 AM |
| Day Length | 1 hour 30 minutes |
| Day/Night Cycle | Normal |
| Weather | Normal |
| Temperature | Normal |
| Rain | Normal |
| Fog | Normal |
| Erosion | Very Slow |
| Max Erosion | ~500 in-game days |
| House Alarms | Sometimes |
| Locked Houses | Very Often |
| Farming Speed | Normal |
| Plant Yield | Normal |
| Seasonal Crops | Enabled |
| Indoor Crops | Die indoors |
One complete in-game day lasts approximately 90 real-world minutes while the server is actively progressing.
| Overall Population | High |
| Distribution | Urban-focused |
| Population Peak | ~Day 28 |
| Migration | Every ~12 in-game hours |
| Idle Group Size | ~20 |
| Group Variance | ~50% |
Killed zombies do not naturally respawn.
- ▸ Clearing an area permanently reduces its population.
- ▸ Migrating zombies may still move into cleared territory.
- ▸ Previously cleared roads can become dangerous again.
- ▸ Community clearing operations have a lasting effect.
| Movement Speed | Random |
| Base Sprinter % | 50% |
| Strength | Normal |
| Toughness | Random |
| Memory | Normal |
| Vision | Random (normal–poor) |
| Hearing | Random (normal–poor) |
| Active Period | Day and night |
| Door Opening | Disabled |
| Crawling Under Vehicles | Often |
| Attacking Construction | Enabled |
| Triggering Alarms | Enabled |
| Fence Lunges | Enabled |
| Drag-Down Deaths | Enabled |
| Rear Vulnerability | High |
| Fake-Dead Zombies | Enabled (world) |
| Multi-Hit Melee | Enabled |
| Transmission | Blood and saliva |
| Bite Transmission | Yes |
| Scratch/Laceration Transmission | Possible |
| Mortality | ~2–3 in-game days |
| Corpse Reanimation | 0–1 in-game minutes |
| Wound Infections | Can reduce health |
Knox Cure
| Cure System | Enabled |
| Cure Crafting | Enabled |
| Required Medical Level | 6 |
| Cure Effectiveness | 100% |
| Failed Treatment | Does not consume cure |
| Multiple Cures per Character | Yes |
| Cooldown | 24 in-game hours |
| Antibodies Integration | Enabled |
| Antibodies Recovery | Possible with high condition |
| Diagnosis Skill | First Aid Level 2 |
| Natural Cure Loot | Disabled |
| Required Medical Level | 3 |
| Endurance Restored | ~70% |
| Effect Duration | ~1 in-game hour |
| Fatigue Removal | Partial |
| Cooldown | 6 hours |
| Post-Stimulant Crash | Yes |
| Overdose Window | 12 hours |
| Overdose Health Loss | 10% |
Cures must currently be crafted, obtained from another player, or distributed through an approved server system. With the LGD Antibodies mod, survivors can also fight off the Knox virus naturally if they keep their physical condition high. A custom diagnosis UI is available to players with First Aid Level 2 or higher.
| Fresh Food & Canned Goods | 3.0× — Highly Abundant |
| Skill Books & Recipes | 2.0× — Abundant |
| Keys & Locks | 2.0× — Abundant |
| Weapons & Ammo | 1.0× — Normal |
| Medical & Survival Gear | 1.0× — Normal |
| Literature (Parent Node) | 1.0× — Normal |
The server features a High Zombie Population combined with an Abundant Casual Loot structure, balancing dangerous exploration with rewarding progression.
| Food Spoil Rate | Slow |
| Fridge Efficiency | High |
| Loot Respawn | Enabled (every 24 hours) |
| Respawn Threshold | Containers with fewer than 5 items |
| Pre-Looted Buildings | 10% chance at spawn |
Loot respawns in containers with fewer than 5 items every 24 in-game hours.
- ▸ Empty or lightly stocked containers will refill over time.
- ▸ Containers with 5 or more items will not respawn.
- ▸ Approximately 10% of city buildings may appear already looted at spawn.
- ▸ Rare supplies like keys, medical gear, and tools should still be preserved.
- ▸ Loot respawns in containers with fewer than 5 items every 24 hours.
- ▸ Fresh food spoils slowly — refrigerators preserve it efficiently.
- ▸ Some city buildings may already be looted at spawn (10% chance).
- ▸ Rare supplies like keys, medical gear, and ammunition should still be preserved.
- ▸ Invest in farming, fishing, and animals for sustainable food.
- ▸ Trade surplus supplies with other survivors.
| Low-Value Ground Items | Disappear after 24 in-game hours |
| Zombie Corpses | Disappear after 216 in-game hours (9 days) |
| Rotten Food | Does not auto-disappear |
| Targeted Cleanup Items | Hats, glasses, maggots, slugs, snails, worms, droppings |
Important belongings should always be placed inside secure containers.
| Global XP | 1× |
| Skill Multiplier | Global (all skills) |
| Free Character Points | 0 |
| Starter Kit | Enabled |
| Reading Speed | 2 in-game min/page |
| Media XP Cutoff | Skill Level 3 |
| Literature Reuse Cooldown | 45 in-game days |
| Negative Trait Diminishing Returns | Disabled |
New characters begin with normal occupation, trait, spawn-system, or mod-provided equipment, plus a baseline starter kit to help navigate early encounters.
| Skill Journal | Craftable notebooks |
| Transcribe Rate | 30% of XP stored |
| Read Rate | 30% XP restored |
| Book Multipliers Restored | 100% |
| Recipes & VHS Restored | 100% |
Craft bound notebooks to preserve your hard-earned progression. Writing stores 30% of your XP, but reading a journal fully restores all book multipliers, magazine recipes, and VHS completions at 100%.
| World Map | Enabled |
| Mini-map | Disabled |
| Entire Map Revealed | No |
| Light Required to Read Maps | Yes |
| Unknown Media Info | Hidden |
| Unknown Crafting-Station Recipes | Visible |
Meeks Protocol uses a dedicated Utility Restoration Framework. Water and electricity shutoff is disabled — sinks, showers, and power grids remain operational indefinitely to support long-term player settlements. The restoration framework remains available for admin-controlled events and repairs.
| Initial Power | Operational |
| Initial Water | Operational |
| Water & Electricity Shutoff | Disabled (indefinite) |
| Power Restoration | Enabled |
| Water Restoration | Enabled |
| Admin Controls | Enabled |
| Inspection Tooltips | Enabled |
| Outage Announcements | Enabled |
| Flicker Announcements | Disabled |
| Required Item | Rubber gloves |
| Skill Requirements | Appropriate skill levels |
| Inspection Time | 15–45 seconds |
| Repair Event Horde | 25–75 zombies |
| Horde Spawn Radius | ~40 tiles |
Do not attempt a utility restoration mission alone.
- ▸ Bring backup players.
- ▸ Secure the surrounding area first.
- ▸ Prepare an escape vehicle.
- ▸ Bring medical supplies.
- ▸ Assign players to defend the repair team.
- ▸ Expect a horde when repairs are attempted.
| Generator Availability | Rare |
| Fuel Consumption | Normal |
| Exterior Generators | Enabled |
| Gas-Pump Power via Generator | Enabled |
| Generator Range | ~20 tiles |
| Vertical Power Range | 3 levels above/below |
| Gas-Station Fuel | Infinite |
| Empty-Pump Chance | 20% |
| Auto Siren Shutoff | Disabled |
| Vehicle Abundance | Normal |
| General Condition | Normal |
| Initial Fuel | Low |
| Chance of Finding Fuel | Normal |
| Locked Vehicles | Sometimes |
| Easy Vehicle Use | Disabled |
| Impact Damage | Normal |
| Occupant Crash Injuries | Enabled |
| Player-vs-Vehicle Damage | Disabled |
| Traffic Jams | Enabled |
| Car Alarms | Rare |
| Fuel Consumption | Normal |
| Vehicle Population Maintenance | Enabled |
| Wreck Generation | Enabled |
Vehicle armor, reinforced protection, plows, and engine upgrades can increase fuel consumption. Heavier equipment provides more protection but reduces efficiency.
| Crop Growth | Normal |
| Harvest Yield | Normal |
| Plant Resilience | Normal |
| Seasonal Growing | Enabled |
| Indoor Crops | Die indoors |
| Composting Time | ~2 in-game weeks |
| Fish Abundance | Poor |
| Renewable | Yes, but less reliable |
| Needs Decline | Normal speed |
| Pregnancy & Aging | Normal speed |
| Egg Hatching | Normal speed |
| Milk & Wool | Normal speed |
| Farm Animal Frequency | Often |
| Grazed Grass Regrowth | ~240 in-game hours |
| Breeding Seasons | Enabled |
| Animal Sounds Attract Zombies | Yes |
| Animal Tracks | Sometimes |
| Hunting Paths | Sometimes |
| Off-Screen Fox Attacks | Disabled |
| Aiming Priority | Vs. zombies |
| Gunshot Hearing Distance | Normal |
| Weapon Jamming | Normal |
| Moodle Effects on Accuracy | Panic, exhaustion, pain, etc. |
| Weather Effects on Accuracy | Wind, rain, fog |
| Headgear Effects on Aim | Masks, helmets may affect |
| Gunfire Attracts Zombies | Yes |
| Firearm Availability | Above Average |
| Ammunition Availability | Uncommon |
Every gunshot should be treated as a potential horde signal. Firearms should be used with an escape plan and sufficient ammunition.
| Interface Key | F6 |
| Season Length | 7 in-game days |
| Minimum Qualifying Kills | 25 |
| Join Announcements | Enabled |
| Death Announcements | Enabled |
| Death Announcements Include | Survival time, seasonal & lifetime kills |
| Player Theme Overrides | Disabled |
Milestone tracking is enabled, but the current milestone item and XP reward fields are empty. These milestones may currently function as tracked achievements unless rewards are configured elsewhere.
- ▸ Axe
- ▸ First Aid Kit
- ▸ 6 Canned Foods
- ▸ 1,000 Sprinting XP
- ▸ Hand Axe
- ▸ First Aid Kit
- ▸ 4 Canned Foods
- ▸ 500 Sprinting XP
- ▸ First Aid Kit
- ▸ 3 Canned Foods
- ▸ 250 Sprinting XP
| System | Enabled |
| Interface Key | B |
| Radio Frequency | 102.8 MHz |
| Activation Time | 6:00 AM Eastern |
| Reminder Time | 6:00 PM Eastern |
| Effect Duration | 1–3 days |
| Login Grace Period | 5 minutes |
| Random Intensity | Enabled |
| Admins Exempt | No |
| Global Alerts | Enabled |
| Radio Broadcasts | Enabled |
| Environmental Signals | Enabled |
| Immediate Repeats | Avoided |
| Wallets | $5–$20 |
| Cash Registers | $25–$75 |
| ATMs | $150–$400 |
| Safes | $500–$1,500 |
| Vaults | 3–10 gems |
| Decoded Credit Cards | $25–$150 |
Major currency containers reset after 672 in-game hours, equal to 28 in-game days or approximately 42 real-world hours of continuous server progression. Applicable cracking actions require Metalworking Level 6.
| Food & Drinks | Available |
| Tools | Available |
| Weapons & Ammunition | Available |
| Vehicle Parts | Available |
| Currency Exchange | Available |
| Wristwatches | Accepted |
| Gold & Silver Jewelry | Accepted |
| Gemstone Jewelry | Accepted |
| Diamond Jewelry | Accepted |
| Dog Tags & Lockets | Accepted |
| Protocol Tokens | Accepted |
Right-click a dispenser to open its interface, select an item or exchange offer, choose Cash or Bank payment, and confirm. The exchange dispenser converts valuables like wristwatches, jewelry, dog tags, and Protocol Tokens into cash.
| Deposits | 0% |
| Withdrawals | 2% |
| Player Transfers | 2% |
| Business Transactions | 1% |
| Flat Fee | $0 |
| Max Single Transaction | $25,000 |
| Daily Withdrawal Limit | $2,500 |
| Daily Transfer Limit | $5,000 |
| Max Businesses per Player | 2 |
| Player Transfers | Enabled |
| Business Accounts | Enabled |
| Salary Payments | Disabled |
| Activity-Based Income | Disabled |
| PIN Required | 4-digit |
| Failed Attempts Before Lockout | 5 |
| Lockout Duration | 5 minutes |
| Request Cooldown | 2 seconds |
| Vanilla ATMs | Supported |
| Custom ATMs | Supported |
| Credit Card Decoding Attempts | 3 |
| Large Transaction Reporting | $5,000+ |
| GPS-Supported Shops | Enabled |
| Shop Zone Zombie Clearing | Enabled |
| Shop XP Multiplier | 1× |
| Trader Purchase-Price Inflation | 15% |
| Trader Buy Price | ~75% of base value |
The economy is designed to remove some currency from circulation while encouraging player businesses, direct trading, gathering professions, crafting specialists, and community commerce.