JAGO - Elements
A 7 Days to Die mod by AMG5TAG. Version 1.0.1 for game version 3.4; installs on the server and client. Category: Weapons.
Flame, Shock and Frost trap blocks with boots that make you immune, elemental chest platings, Flame and Stun Rounds gun mods, Frost shotgun shells, a healing Field Medic plating and three late-game elemental wights.
Description
JAGO - Elements adds fire, electricity and frost to your arsenal, your base and the horde. You can build Flame, Shock and Frost trap blocks that burn, electrocute or freeze whatever walks across them, and fit boot mods that make you immune to your own traps.
There are three retaliation chest mods: Repulsor Plating stuns whatever hits you, Incendiary Plating sets it on fire and Frost Plating chills it. Two firearm mods, Flame Rounds and Stun Rounds, give your bullets a quality-scaled chance to ignite or stun, and Frost Shotgun Shells slow everything they hit. For co-op groups, Field Medic Plating slowly heals every teammate standing near you.
The horde gets elemental too. The Ember, Spark and Frost Wights join hordes and POI sleepers later in the game, at the same gamestages as vanilla's Charged and Infernal wights. Almost everything is gated behind rare schematics found in loot, so these feel like finds rather than day-one gear.
Features
- Flame Block Trap: anything walking on it catches fire (1.5 HP/s and 2 water/s for 10 s, refreshed while standing on it). Craftable in every building shape.
- Shock Block Trap: electrocutes for 6 HP/s over 4 s with up to 90% movement and jump slow. Charged zombies shrug it off faster.
- Frost Block Trap: freezes for 2 HP/s over 4 s with 60% movement slow, slower reloads and a cold screen effect, and makes players colder.
- Trap blocks stack to 500, have 10,000 HP and repair with Forged Steel.
- Turnout Boots, Electrical Hazard Boots and Thermal Boots: boot mods that remove all heat, electrical or cold damage and make you immune to the matching trap.
- Chest platings (quality 1-6, only one retaliation plate per chest piece): Repulsor has a 10-60% chance to stun an attacker, Incendiary to set it on fire, Frost to chill it.
- Field Medic Plating: heals every other player within 8 m by 2 HP/s while worn. Combines with any retaliation plate.
- Flame Rounds and Stun Rounds: firearm mods for any gun (only one per gun) with a 40-90% chance per hit by quality to ignite or stun. Shotguns roll per pellet at a much lower chance, so multi-pellet shots aren't overpowered.
- Frost Shotgun Shell: fits every shotgun. Each pellet that hits chills the target, slowing movement, jumping and reloads.
- Crafting components: NiCd Battery, Flammable Oil and Cryo Coolant, always unlocked at the workbench, also found in loot and sold by traders.
- Schematics: each trap (with its boots), plating, gun mod and the Frost shell has its own schematic, found in rare schematic loot and themed containers. With JAGO - Crafting installed, all 10 can also be crafted at its Research Bench at Lucky Looter rank 5.
- Ember Wight: a fiery wight whose hits can apply a stacking Infernal Burn.
- Spark Wight: an electric-blue wight whose hits can stun and shock you.
- Frost Wight: an icy wight whose hits can give you Frostbite.
- Wight spawns: all three have double health and spawn only in hordes and POI sleepers, starting at vanilla's elemental wight gamestages (sleepers 252, blood moon 195, base defence 216, screamer scouts 573). They never roam biomes or caves, so they can't appear on day one.
- Finished mods also turn up rarely in high-tier mod loot, military footlockers, army trucks and gun safes.
Compatibility
- Almost entirely additive. The one vanilla change is that normal burning now clears the Flame Block burn, so the two don't stack.
- Trap blocks affect any entity that walks on them, including players without the matching boots.
- Breaking a placed trap block gives the block back.
- Mods that rename the vanilla horde or sleeper spawn groups won't receive the wights.
- Frost shells are added to the end of each shotgun's ammo list, so existing guns keep their selected ammo.
- With JAGO - Loot installed, NiCd Batteries also turn up in appliances and electronics, and Flammable Oil in gas cylinders, gas meters and vehicles.
- Field Medic: after dying you may need to unequip and re-equip the chest piece to restart the aura.
- Translations: English, German and Spanish.
Requirements
- XML only, no DLL, so it works with EasyAntiCheat on.
- No Gears settings and no other mods needed.
- Install on the server and on every player's game: it adds items, blocks, icons and text.
- Unzip into your Mods folder and keep the folder name exactly as shipped (ZZ-AMG5TAG-JAGO-Elements). The ZZ- prefix makes it load late.
- Works on its own. Every JAGO mod is independent, so install as many or as few as you like.
Installation
Step 1: Install JAGO - Elements on the server and on every player's game, all on the same version. In single player, install it on your own game.
Step 2: Download the zip and unzip it into the game's Mods folder, so you end up with Mods/ZZ-AMG5TAG-JAGO-Elements/ModInfo.xml. For the game that is the Mods folder in the install folder (in Steam: right-click 7 Days to Die > Manage > Browse local files; create Mods if it isn't there). For a dedicated server it is the Mods folder next to the server executable.
Step 3: Keep the folder name ZZ-AMG5TAG-JAGO-Elements exactly as it is: the ZZ- prefix sets the load order. Don't put it inside another folder.
Step 4: XML only, no DLL: it works with EasyAntiCheat on.
Step 5: Start (or restart) the server and the game. To update, delete the old folder and unzip the new version the same way on the server and every player's game at the same time.
Changelog
JAGO - Elements: changelog
==========================
1.0.1 (29 Oct 2026)
- Every Elements item, mod, trap block and schematic that borrowed a vanilla icon now has its own, badged with its element (fire, frost or lightning); schematics also carry a scroll badge. Turnout, electrical hazard and thermal boots are now easy to tell apart. Their old colour tints are removed, since the badges now tell them apart. Sources and licences are listed in ICON-CREDITS.txt.
1.0.0 (27 Oct 2026)
- First public release.
Development history
-------------------
Before its public release this mod was developed and run privately, with its own version numbers (the last was 1.19.5). Those notes are kept below for reference; none of those versions were released to the public.
JAGO - Elements - Changelog
1.19.5 (26 Oct 2026)
- Fix: the Flame Rounds and Stun Rounds recipes now get the workbench crafting-time bonuses, like other workbench recipes.
1.19.4 (16 Oct 2026)
- The Ember Wight now follows the same spawn rules as the Spark and Frost Wights. It no longer spawns in the roaming Downtown and Wasteland groups, and its sleeper, blood moon and screamer spawns start at the same gamestages as vanilla's Charged and Infernal wights (sleepers 252, blood moon 195, screamer scouts 573).
1.19.3 (16 Oct 2026)
- The Spark Wight no longer spawns in the roaming Downtown and Wasteland groups. Those groups have no gamestage limit, and Wasteland also feeds every cave, so it could appear on day one.
- Its sleeper, blood moon and screamer spawns now start at the vanilla elemental wights' gamestages (sleepers 252, blood moon 195, screamer scouts 573). Base defence hordes are unchanged.
1.19.2 (16 Oct 2026)
- The Frost Wight was turning up far too early. It is out of all six roaming biome groups (Snow, Wasteland and Downtown, day and night), which have no gamestage limit and also feed caves.
- It now starts at sleepers 252, blood moon 195 and screamer scouts 573 (was 49-52). Base defence (216) and badass hordes (79) are unchanged.
- It no longer favours the snow biome. It spawns anywhere, but only later in the game.
1.19.1 (16 Oct 2026)
- With JAGO - Crafting installed, all 10 Elements schematics can be crafted at its Research Bench (150 Paper, 80 Research Data and 1 Legendary Part each, 120 s). They unlock at Lucky Looter rank 5, the same as the bench's other schematics. Without JAGO - Crafting nothing changes.