Storm Mod Loader pairs server-side Java mods with Lua client mods to enable functionality beyond what Lua-only mods can do. Vanilla clients connect to a Java-modded server without the need to setup Java modding locally. Mods are distributed through the normal Steam Workshop.
Successor to the original abandoned Storm.
See Installation for dedicated-server setup (Workshop or local-build) on Windows and Linux, and for the local-development workflow when iterating on Storm or a Storm-based mod.
Storm rewrites a chunk of the dedicated server's bytecode at load time to:
- Patch vanilla bugs that affect multiplayer (cross-player action cancels, zombie ID collisions, whisper case-sensitivity, …)
- Lift hardcoded server limits (configurable tick rate, parallel LOS pipeline, packet rate limit removed, raised zombie cull cap)
- Surface event hooks to Java mods (packet receipt, chat, ~190 Lua event bridges)
- Extend the mod loader with annotation-driven HTTP endpoints, server commands, and event handlers
- Move the multiplayer join off UDP for Storm clients — login, queue, checksum, bulk payloads and the initial chunk download run over TCP on the game port (details)
See What Storm Changes for the full list.
- Installation — dedicated server install (Workshop or local build, Windows + Linux) and local development workflow
- What Storm Changes — performance, behavioral overrides, bug fixes, mod-loader extensions
- Server Configuration — system properties and a production launcher example
- HTTP API — runtime tuning endpoints and developer hot-reload (Lua / Java)
- Game-Port TCP World Loading — the multiplayer join moved off UDP: session model, diverted stages, fail-soft rules, measured mass-join scaling
- Prometheus Metrics — exposing metrics and adding new ones from mods
- Chunk Streaming Observability — attributing a chunk-stream stall to one of five causes, and proving a fix worked
- Mod Author Guide —
ZomboidModentry point, annotation surfaces, Lua API, server commands
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