7 Days to Die

7 Days to Die A21.1 B16 Stable: New Features, Tuning, and Bug Fixes

7 Days to Die·September 4, 2023·43 min read

The Fun Pimps keep chipping away at 7 Days to Die, treating player feedback like a checklist rather than a suggestion box. The A21.1 B16 Stable build is the latest of those iterative passes, and while it does not rewrite the rulebook, it lands a healthy stack of refinements, balance tweaks, and bug squashes across the zombie sandbox.

What the A21.1 B16 Stable Update Brings

https://twitter.com/7DaystoDie/status/1691445229050646528

This patch is firmly in the polish tier. Instead of new systems or sweeping content drops, A21.1 B16 leans on small but meaningful adjustments that touch streaming, combat, loot, audio, and traders.

Starting with the Twitch crowd: streamers can now change prices for Twitch Actions directly from the in-game Twitch Info screen, and there is a clean reset prices option in the Twitch Options screen if things spiral. Both changes shift Twitch integration tuning into the game itself rather than requiring an external workflow.

For everyone else who is busy not getting eaten, zombie hits are a touch less punishing. The new BuffInjuryBleedingCooldown adds a window of bleed resistance right after a bleed buff lands, so consecutive procs stop snowballing into a death spiral. Vehicles that explode also leave behind a loot bag packed with their contents, which is a nice payoff for surviving the kaboom.

Audio gets a small boost as well. The dew collector has its own sound now, and various nest interactions (opening, closing, destroying) come with their own audio cues. Less guessing about what just happened in your base.

A few trader and loot tweaks round things out. Iron and steel tools and weapons can now overlap inside a Tier 1 Trader Stage, and a Tier 1 Wrench has been added to the salvage pool when you tear down a car, which finally gives early-game car scrapping a reason to exist beyond scrap iron.

Full A21.1 B16 Stable Patch Notes

Grab the update from Steam by opening your library and letting the client pull A21.1 B16 automatically. The full breakdown below is mirrored from the official patch announcement:

Additions

  • New Tier 5 POI: hotel_ostrich
  • Localization strings for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc
  • Moderator OzHawkeye added to the credits
  • Audio for nest open, close, and destroy actions
  • Ability to change Twitch Action prices from the Twitch Info Screen
  • Ability to reset prices for all Twitch Actions from the Twitch Options Screen
  • Loot entries now support tags. When tags are set, the entry is skipped if the looter has no matching tag
  • ApproachDistraction AITasks on cop, demo, and mutated zombies
  • Opening a loot container adds the masterChef2 loot tag when the player has Master Chef level 2 or higher
  • New loot container console command that logs the outcome of opening a container
  • Large_park_02 POI
  • Extended logging in ClientInfo
  • Error log entry when a prefab .ins file fails to read
  • Trader placements now reserve a 3-block protected area on every side
  • Attack actions skip firing onSelfAttackedOther and skip applying buffs when damage is ignored
  • GameEvent Requirements for Biome, POI, and Progression
  • FailQuest Action for GameEvents
  • OnQuest Requirement for GameEvents
  • BuffInjuryBleedingCooldown, which grants BuffResistance after bleeding buffs to throttle stacking bleeds
  • hide_helper_in_creative attribute support on shape blocks
  • Exploding vehicles now spawn a loot bag of their contents
  • Dew collector audio
  • F8 heat info now shows the active count plus up to 10 events in the current area

Changed

  • Collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide now match other chain link doors
  • Cooldown times extended for all supply crates
  • Cooldown times extended for all vision effects
  • Colliders adjusted on various bed prefabs
  • Colliders adjusted on chairCampingPrefab
  • Crossbow and compound crossbow mod slots updated to mirror the .44 magnum and vulture layout
  • DuplicateRepeatDistance added to most wilderness POIs to keep duplicates from spawning within 2k of each other
  • Takeall no longer plays metal junk sounds, and three more variants were added
  • Colliders adjusted on boxesCardboardPalletPrefab and boxesCardboardTilePrefab
  • Twitch action point costs are now multiples of 25
  • Several loot lists adjusted so containers no longer guarantee 100% Q6 T1 tools after loot stage 55. That boost was meant exclusively for Working Stiffs crates
  • Sleeper volume improvements in prison_02
  • Bias increased on downtown remnant POIs to improve performance, especially when an RWG map produces multiple cities with downtown districts
  • House_modern_29 changes based on feedback
  • Wilderness_filler_14 changes based on feedback
  • Gas production cut to 2 gas per oil shale, with faster crafting time
  • Trader stage baseTier1 template now allows iron and steel tools and weapons to overlap
  • Swapped two wanderingHordeStageGS groups that were out of order
  • House_modern_29 changes based on feedback (second pass)
  • Master Chef progression now uses the hardcoded masterChef2 tag instead of LootProb
  • Dumpster loot updated to work with the new hardcoded masterChef2 tag
  • Removed unused tags from items.xml left over from the old progression setup
  • Event-spawned zombies are removed when Homerun Derby ends
  • The overlay is no longer required if you are not using Twitch Actions
  • Crafting info now shows the current crafting level alongside the unlock level required
  • Effective Range and Max Durability progression updated for tools and weapons
  • Melee Damage on Steel Club updated, since it was missed on the first progression pass
  • Bows now display Effective Range
  • hideui tag removed from roadside_truckstop_01 so the localization name shows on the location HUD
  • Dew Collectors now harvest into components instead of themselves, with a 50/50 chance of returning the filter. The land claim block radial menu still lets you pick them up
  • Trader area calculations are now done dynamically
  • Trader protected area increased by 1 block on each side
  • Valid trees updated with the path solid property
  • Camera shake no longer runs at zero strength when no damage is taken
  • Armor stats updated across the board for linear progression
  • Vehicle revert collision motion adjusted
  • Broken vehicles now take 10% collision damage
  • Explosives in Twitch crates halved
  • Explosives removed from the mystery supplies channel point redeem
  • Colliders on the control panel block set updated so projectiles pass around them more easily
  • officeChair collider updated to let projectiles pass underneath
  • hospitalBedPrefab collider updated so projectiles can pass under or over it
  • palletsWoodStackPrefab collider updated to let projectiles pass around it
  • Drink vending machine colliders updated to prevent floating items on top
  • Collider updated for industrial_fence_bottom_02
  • Salvage Operations localization rephrased to say you can gain UP TO the percentage per perk level, since harvest events depend on tagging and randomized resource amounts
  • Food bundles updated to include a couple of mineral waters
  • Food bundle descriptions updated
  • All forge recipes now carry the is_trackable="false" parameter
  • Collision property settings on rampFrame shapes updated so projectiles pass through
  • buffAbrasionCatch no longer has a chance to apply buffInjuryBleedingTwo
  • Reduced the odds of random rolls hitting additional crits inside buffOnAnyCrit
  • Corpse removal passive effect moved to buffStatusCheck02 so item stats are not inflated when standing near a corpse
  • Corpse removal passive effect removed from all items, with a "corpseRemoval" tag added instead
  • bulletproofShapes flagged with hide_helper_in_creative to hide the blank bulletproofShapes:VariantHelper
  • LODCullScale set on the duct block set so it culls at roughly the same distance
  • Critical buff pop-out icon colors reworked for consistency: White for Treated, Orange for Untreated, Red for Severe
  • LODCullScale set on several corner pipes to align their cull distance
  • Pumpkins, yucca, and hops can be sold again
  • T2 Buried Supplies loot lists adjusted
  • Dysentery localization updated to mention the water and food cap being removed over time
  • zombieBusinessManRadiated XP brought in line with other radiated zombies
  • Minor sleeper and trigger adjustments in weigh_station_01
  • prison_02 updates based on player feedback
  • police_station_03 updates based on player feedback
  • Removed parsing and storage of the unused sound noise range, playerOnly, hordemeter, and hordeMeterPlayerOnly
  • Removed misc xml noise parsing
  • Removed unused entity TintMaterial code and xml (which caused excess material creation)
  • Removed unused entity ReplaceMaterialx code and xml (also caused excess material creation)
  • AI player inventory tracking now only stores specific items, cutting down on data handling
  • Removed the sound noise range field
  • Zombies, zombie animals, traders, and junk drones now have BuffResistance to buffRadiationPool
  • AI activity (heat) tracking improved with real-time durations, merged events, and empty area cleanup
  • Block activity capped at 12 minutes duration with sound at 4
  • DestroyFX settings updated for dew collectors
  • Disabled jiggle script removed from the Demolisher's neck so the head collider does not get disabled at distance
  • Cloth requirement increased in various recipes
  • Weights tweaked on items that scrap into cloth to match the new crafting costs
  • Generic vehicle loot lists no longer include T2 or T3 weapons or tools
  • Generic vehicle loot now has a low chance for vehicle skill magazines plus a separate low chance for other magazines
  • GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench
  • AmmoGasCan moved from groupRareAutomotive to groupAutomotive
  • Economic value of ammoGasCan increased
  • All traders now stock ammoGasCan for sale
  • Localization for timed charges updated so players know what they actually counter

Fixed

  • Players being moved out of a loot container while inside it could lose the ability to open loot containers afterward
  • Repulsor Mod effect was hitting teammates regardless of the no friendlyfire setting
  • AirDropFrequency on dedicated servers is now limited to the same choices valid in single player
  • Stuns no longer fail to reset the stun counter when stacked
  • Bedroll placement bug where you could not place a bedroll to the right of one you just placed while facing north
  • Planted seeds could disappear if picked up too quickly
  • Zombie attack could break after the zombie took fall damage (Hit tag)
  • Entity vertical movement could return wrong results when finding entities in chunks
  • house_modern_27, warehouse_06, apartments_02: mispainted textures fixed
  • Floating terrain deco fixed in countrytown_business_03
  • Japanese water journal tip no longer mentions empty jars
  • BlockSpawn check for missing trader was not firing reliably
  • Missing textures in fire_station_04 restored
  • AI pathing issues with cube_corner_beveled missing the path solid property fixed
  • radio_station_01 floating calendar fixed
  • nursing_home_01 sleeper spawning on sight fixed
  • house_modern_27 mispainted textures fixed (second pass)
  • house_modern_24 misplaced block corrected
  • A few missing textures restored in prison_02
  • house_old_modular_03 stuck dog freed
  • lot_industrial_15 stray block on top of a worktruck removed
  • #mindwipe now works correctly on servers
  • house_modern_29 mispainted textures fixed
  • Spanish translation for reqAgilityLevel06 corrected
  • NRE on the hazard damage controller when the collider is null
  • Missing Ref Parent script added to colliders on all three control panel corner duct prefabs
  • Missing texture in house_burnt_03 restored
  • Key rack connected door in trailer_01 was not locked
  • Typo with woodenGarageDoor5x3_PoweredOak in woodenGarageDoor5x3_PoweredBlockVariantHelper was causing errors
  • Typo with woodenGarageDoor5x3_PoweredOak key in localization fixed
  • Player vending machine remove-all combined with pressing W to remove an item could throw rolling XUi and AOOR exceptions
  • Mistake in the Japanese translation for trapsT1 fixed
  • motel_01 sleeper spawn in view of the player fixed
  • survivor_site_11 sleeper spawn in view of the player fixed
  • house_old_ranch_06 quick exit added
  • house_old_mansard_03 stability issue resolved
  • Twitch Prime Subs were not registering events correctly
  • Authorization cleanup is now always done on the main thread
  • house_old_ranch_07 mispainted texture fixed
  • house_old_ranch_06 mispainted texture fixed
  • large_park_01 mispositioned block fixed
  • Japanese translation for armorT1 corrected
  • Gas Can crafting description updated from "Crafting in lots of 5" to reflect the actual batch size of 2
  • Steam game servers list was reporting the wrong connection port
  • Robo sledging a player on a vehicle no longer breaks behavior
  • Vehicles were sometimes taking increased collision damage from blocks because of the player block damage setting
  • Third-person pose for ragdoll and vehicle states would freeze when switching to first person, causing inconsistent hits and ugly animation blends
  • Sleeper volumes were trying to spawn an entity that had just died
  • Vehicles were taking excessive damage from separate collision events
  • Particles were not attempting to play on dedicated servers, which skipped player noise creation
  • starve command now correctly starves the player
  • GameEvent Requirement for CVar was not working
  • Interrupting RWG generation on a dedicated server caused an exception when restarting with the same settings
  • createwebuser command no longer throws an exception when used in the Terminal Window
  • EntityGroups XML parser was skipping the last line of a group when it lacked a trailing newline
  • XML CSV operations now ignore leading and trailing whitespace when checking for existing values. This can be disabled per patch with keep_whitespace="true"
  • Pipe bombs and dynamite can no longer be lit underwater and are extinguished when entering water. Dynamite and pipe bomb prefabs now correctly show or hide the fuse sparks when thrown
  • NRE when re-entering a game without persistent profiles while your character was last holding a thrown explosive
  • Using an auger or chainsaw right before they finished repairing was breaking item and hand placement, plus the hand animation
  • Armor recipe unlock option level display was missing
  • Third-person light on the claw hammer with the burning shaft mod was brighter than the same mod on other tools
  • Underwater explosive behavior is now consistent: armed items cannot be armed underwater but can still be thrown, and held armed items that should extinguish on water entry now do (grenades). Timed charges keep their behavior. Molotov cocktails had a tag bug preventing them from exploding when hit by another explosion, now fixed
  • ranch_01 was not using the correct driveway part
  • Bookcase in the loot room of house_old_victorian_12 was upside down
  • Newly acquired Stun Batons were not charging on power attacks
  • Tech Junkie Volume 6 had no effect
  • Toolbelt slot memory after death
  • Tier0 weapons and tools could be sold in rented vending machines despite having no price anywhere else
  • Modded items were missing from the total quantity popup
  • Items craftable in the forge could be tracked, but only displayed their name with no extra info
  • Bacon and Eggs recipe was not properly reduced with Master Chef Level 3
  • "Persistent Profiles" setting on new games was not initializing to its default value
  • Shape variant helpers could not be found in recipes via their localized names
  • World Editor: Create World size arrows and back button stopped responding when the size was scrolled down to the custom input value
  • nursing_home_01 had an extra microwave
  • downtown_building_04 had a misplaced block
  • Doubled-barrelled shotgun rounds-per-minute fire rate fixed, with a new "RapidTrigger" property on ItemActionRanged that lets separate trigger pulls fire the weapon faster than the standard roundsperminute value
  • SI issue resolved in house_old_pyramid_01
  • Zombies could accidentally damage dogs, zbears, and vultures, and vice versa
  • Drone icon was occasionally vanishing from the compass and map
  • Electrocutioner perk did not fully work on dedicated servers
  • AI activity was not restarting when time was reversed
  • Twitch Cooldown was being disabled when a shared quest was removed during an active quest
  • Restarting the game with EAC enabled was producing an EAC launcher error
  • Servers can no longer start with an invalid port
  • Multiple trigger and switch bugs cleared up, with additional tests added
  • NRE when exiting the game before camera shake stopped
  • downtown_building_02 updates based on feedback
  • downtown_strip_12 small update to make the path clearer
  • house_modern_26 had its regular window replaced with bulletproof windows
  • house_modern_27 minor detail fixes
  • house_modern_27 small update to make the path clearer
  • house_modern_28 minor updates
  • lot_industrial_03 small block update in a side wall
  • house_modern_24 backyard path made clearer
  • house_modern_12 quick exit added
  • gas_station_12 small block update
  • remnant_downtown_filler_06 minor block update
  • Wrong tag was being used to scale steel when crafting higher quality levels of junk turrets
  • Junk drone path smoothing improved, with better door handling and teleport decision reactions
  • warehouse_06 small block update

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