> ## Documentation Index
> Fetch the complete documentation index at: https://help.freakhosting.com/llms.txt
> Use this file to discover all available pages before exploring further.

# How to Configure Safehouses & Factions in Project Zomboid

> Configure safehouse claims, raiding permissions, and faction alliances on your Project Zomboid server to protect player progress and promote teamwork.

## Securing Your Sanctuary: Safehouse Mechanics

In the hostile environment of Project Zomboid, a **Safehouse** represents a survivor's primary technical defense against unauthorized intrusion. By "claiming" a residential or commercial structure, participants can establish a protected perimeter where uninvited players are programmatically restricted from entering, looting containers, or dismantling fortifications. **Factions** extend this logic, allowing coordinated groups to share ownership and coordinate the defense of their sovereign territory. This guide walk you through the technical configuration of these social systems on your FREAKHOSTING instance.

<CardGroup cols={2}>
  <Card title="Difficulty" icon="gauge-low">
    Beginner
  </Card>

  <Card title="Time" icon="clock">
    6 Minutes
  </Card>
</CardGroup>

***

## Technical Perimeter Protection

Unlike gameplay multipliers, safehouse rules are governed by the primary server registry situated within your `/Zomboid/Server/[ServerName].ini` file.

| Technical Variable                | Functional Result | Strategic Purpose                                                                            |
| :-------------------------------- | :---------------- | :------------------------------------------------------------------------------------------- |
| **`PlayerSafehouse`**             | `true`            | Enables the fundamental capability for survivors to claim world geometry.                    |
| **`SafehouseDaySurvivedToClaim`** | `1`               | Enforces a minimum survival duration (in real-world days) before a claim can be initialized. |
| **`SafehouseRemovalTime`**        | `336`             | Defines the inactivity threshold in hours (e.g., `336` = 14 days) before a claim is purged.  |

***

## Calibrating Raid & Trespass Logic

For competitive PvP environments, you may wish to implement a "Soft Claim" model where properties are identified but not physically impenetrable.

<Tabs>
  <Tab title="Trespassing Authorization">
    **`SafehouseAllowTrepass=true`**: Allows non-members to physically enter the building while maintaining the claim status. This is ideal for roleplay servers that allow social interaction within bases.
  </Tab>

  <Tab title="Economic Raiding">
    **`SafehouseAllowLoot=true`**: Enables unauthorized participants to interact with containers. This facilitates "Raiding" without allowing the permanent destruction of the structure's physical walls.
  </Tab>
</Tabs>

***

## Strategic Community Hardening

<AccordionGroup>
  <Accordion title="Neutralizing Spawn Griefing">
    A common community challenge is "Spawn Locking," where malicious users claim houses immediately adjacent to new player spawn points. We highly recommend increasing **`SafehouseDaySurvivedToClaim`** to **`2` or `3`**. This ensures that only committed community members who have survived initial encounters can lock down territory.
  </Accordion>

  <Accordion title="Preventing Arson & Griefing">
    To protect the world's persistent geometry, ensure **`SafehouseAllowFire`** is set to **`false`**. This prevents malicious actors from using Molotov cocktails or campfire glitches to instantaneously vaporize complex player-built strongholds.
  </Accordion>
</AccordionGroup>

***

<Note>
  ### Need Extra Help?

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</Note>

<Tip>
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</Tip>

***

<div align="center">
  **Last Updated:** January 2026 | **Project Zomboid:** Territory rules established.
</div>
