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Sounds like the host either re-runs the verification after a reboot which then reverts the files, or they have some kinda in-house protection reverting them after a reboot, so you'll need to ask them, it's the 1st time I've ever heard of a host doing something like this (granted, the last time I used a game server hosting service instead of running it by myself was something like 16 years ago).
Find a group of 100-200 zeds, walk them around for 10 to 20 minutes and lure them away from your base/town as far as you can.
As you are walking around, looking around, watch for large groups of them to get culled.
If you see a group of 20 suddenly spin around away from you, freeze in place then de-spawn? That's the culling this is supposed to prevent.
If the mod is working, you won't see this happen. You may still get a handful of zeds to blip out of existence here and there, but not in large quantities like 20 or 50 at a time when being chase by a massive horde of hundreds.
No, it's in the expected place in my Debian Unstable (currently the same as Debian 13 Trixie, but using the Flatpak version of Steam) without using the Window$-specific version of the game, so either your installation is incomplete or you're looking in the wrong place.
Right-click the game in the Steam library to browse the files to easily get where the game is, just like the mod's instructions tell you.
If the files look in any way incomplete, try going outta the game's folder, uninstall the game through Steam, check that the game has indeed been deleted from the folder, and reinstall.
Remember this mod is for Build 41.x, so make sure to change the beta setting to that.
I'm on Linux (Ubuntu 24) and I don't have any file named ZombieCountOptimiser.class nor NetworkZombiePacker.class on my Zomboid folder.