Demonata Core for 7 Days to Die

Description

I’m excited to drop the official launch of Demonata Core — a small mod for 7 Days to Die designed to bring back the sandbox feel, reward skillful play, and raise the stakes.

Summary: Demonata Core restores the sandbox, puts real weight behind progression, and rewards skillful play. Expect headshot-centric combat, smarter spawns, tougher choices, and quality-of-life fixes that cut grind without gutting survival.

Highlights

  • Headshots Only (ranged, knives, spears): Precision matters; spray-and-pray is dead. Shotguns are exempt.
  • Difficulty-aware balance: Headshot damage and zombie HP scale by difficulty to keep TTK fair.
  • Sandbox restored: The world, spawns, economy, and crafting tie back into meaningful choices.
  • QoL without shortcuts: Annoyances trimmed (reach, pickups, stacks) while risk stays real.

World & Biomes

  • Infection “Survival Ladder” (Tree Stumps):
    • Pine Forest: spawn rate 0.000575 (≈ +50% vs vanilla).
    • Burnt Forest: 0.0001917 (≈ –4% vs vanilla; Pine ≈  Burnt).
    • Snow: 0.0001095 (≈ –45% vs vanilla; Burnt ≈ 1.75×, Pine ≈ 5.25× Snow).
    • Honey drop per stump remains 20% (vanilla).
    • Impact: Snow sick? Sprint to Burnt for faster odds, or push to Pine for best odds—your risk, your reward.
  • Mines added to all biomes. Terrain is dangerous again; watch your step.
  • Wasteland ambience: Increased gore decorations for a harsher vibe.
  • Fog tuning: Adjusted across biomes/weather to raise tension while keeping visibility playable.
  • Gore hazards: Gore blocks now have a 50% chance to cause Infection on contact.

Combat, AI & Enemies

  • Headshots Only (ranged, knives, spears):
    • Headshot damage modifiers by difficulty:
      • Scavenger: –50%
      • Adventurer: ±0%
      • Nomad: +100%
      • Warrior: +200%
      • Survivalist: +300%
      • Insane: +400%
  • Difficulty-based zombie health (preserves vanilla ±15% variance):
    • Scavenger: –25% | Adventurer: ±0% | Nomad: +10% | Warrior: +20% | Survivalist: +30% | Insane: +40%
    • Intent: Higher difficulties hit harder but don’t turn enemies into pure bullet sponges.
  • Zombie reach overhaul: Calibrated around spear-length melee.
    • Longer reach retained for Cops, Mutated, Frostclaw, Plague Spitters to keep them scary.
  • Zombies no longer climb ladders. (Lore/realism pass.)
    Re-think base paths—no more easy ladder baiting.

Spawns, Hordes & Blood Moon

  • Custom entity groups: Spawns now respect biomes and RWG tile tags, reinforcing theme and pacing.
  • Wandering hordes: Composition and counts adjusted to sharpen difficulty and variety.
  • Blood Moon: Now lasts all night. The final wave loops until dawn.
    Note: This is step one toward a larger future BM rework.

Loot, Items & Medicine

  • Z-Paks: Now last 45 minutes. Slightly increased drop chance.
  • Chickens: Harvesting can yield eggs (because… chickens).
  • Compass cleanup: Removed red zombie dots—use your eyes and ears.
  • Lanterns & traps pickup:
    • Writable storage containers and lanterns can be picked up when not inside a Land Claim by destroy/harvest.
      No material refunds (balance).
    • Mines, wooden/iron spikes, and barbed wire can be picked up.
  • Honey nerf: Cure strength –50% to offset increased stump access.

Weapons & Gunplay

  • Crosshairs removed from ranged weapons (shotgun exempt) and from laser/scopes.
  • Bullet spread reduced to support headshot-only precision (does not affect shotguns).

Crafting, Repairs & Economy

  • Repairs require parts:
    • Armor repairs use Armor Parts.
    • Tools & weapons use their respective parts.
  • Nails economy: Increased nail drop rates; many wood items now require nails.
    • Frame Shapes (helper variant) now require nails (nerf to easy nerd-poling).
  • Recipes tuned for scarcity & play:
    • Rotten meat recipes cost 10 (it’s everywhere).
    • Raw meat recipes cost 8 (encourages hunting).
    • Planted crops (e.g., Corn) cost 4 per recipe (promotes real farming).
    • Dynamite: 2 per craft (pack smarter).
  • Stack sizes:
    • Resources: up to 12,000
    • Food/Drugs/Drinks: 20 (Rotting Meat reduced 125 → 20)
    • Medical supplies: 15

Food & Disease

  • Canned foods:
    • Tuna & Beef: 30 food
    • Chicken: 35 food
    • All others: 20 food
  • Dysentery realism: Because of rotting meat,
    • Hobo StewSham ChowderCanned Sham have 12% Dysentery chance.

Progression & XP

  • XP sources trimmed: Only quests and zombie/animal kills grant XP by default.
    Intent: Crafting/survival matter; kills and missions carry progression.
  • Curve rebalanced:
    • Base XP/level = 9,000 (vanilla: 3,000–10,000 by version)
    • +4% XP per level (vanilla +5%)
    • Clamp at Level 50 (vanilla 60) with ~61,500 per-level post-clamp (vanilla ~177,897)
    • Attributes: cost multiplier +16%/level (was 14%)
    • Feel: Faster midgame; roughly ~47% faster to midgame vs vanilla. Total XP to 300 ~60–65% lower (playstyle dependent).
  • Optional Module: An XP Tuning add-on lives in the mod root so creators can adjust pacing for videos/streams.

Traders & Economy Loop

  • Shops open 12 hours with staggered schedules to nudge exploration:
    • Joel: 06:00–18:00
    • Jen: 09:00–21:00
    • Bob: 00:00–12:00
    • Hugh: 03:00–15:00
    • Rekt: 06:00–18:00

UI, UX & Atmosphere

  • Lighting pass: Interior/exterior lighting adjusted for mood and readability.
  • Fog pass: (See World & Biomes) More tension without cheap blindness.
  • HUD tweaks: Food/Water bars moved to lefttoolbelt lowered slightly for clarity.

Persistence & Death

  • Injuries and debuffs persist through death. Death isn’t a full reset—plan accordingly.

Notes for Players

  • Pickups by destroy/harvest never refund mats—this is intentional.
  • Shotguns ignore headshot-only rules (pellet identity).
  • New saves recommended for best results due to broad spawn/progression changes.

If something doesn’t play like it reads here, tell me. I’ll investigate and tune. Now go make the apocalypse behave.

Download

Download Link:

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External Backup Link:

DOWNLOAD ✔ File Scanned Git Hub (61 KB)

This submission was scanned for viruses and verified safe as of November 18, 2025 using Norton 360. This file is externally hosted and may be updated by the author from time to time.

Credits: Kraevac

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