Do you think vanilla turrets are boring? SCG Defense Solutions have your back covered with brand new heavy turrets, all to your disposal.
Mod include:
-.50 M2 Turret – long range (30) heavy machine gun.
-.50 M2 Turret with light – long range (30) heavy machine gun with light included.
-.44 BOX Turret -short range (15) narrow angle 3 round burst fire turret. Now you can use almost useless .44 ammo in your turret.
-.44 Ceiling Turret – medium range (20) 360 degree angle turret, design to be mounted to the ceiling.
-Vulture Hunter Turret – medium range (22) 360 degree auto shotgun turret for dealing up with vultures and also for regular turret usage.
-Small Saw Trap – 1x1x1 modified bench saw for all your zombie cutting needs.
-Overcharged Fence Post – works like regular electric fence post but set zombies on fire instead of electrocuting them (60 power per post)
-RadBlock Fence Post – like above but remove radiated zombies regeneration ability (150 power per post)
Also i added some utility stuff like:
-Concrete barricade – in two versions 2×3 and 2×1
-LED strip lights – in three lenghts 1m, 2m and 4m
I had small request to add ability to change vanilla turrets stats, all instrucions are in mod folder.
Also I moved perks in their own category (but at the same time it uses the same vanilla trap crafting magazines) so it should be now compatible with every other mod.
I recommend using mod on new save because it may cause some problems
not tested on server
If you have any questions/balance changes/bug reports or any problems comment here.
Known issues:
-Light on M2 turret is always on with or without power. (no clue how to fix it)
-Sometimes laser sight are doing strange things.
Changelog:
v1.2
-add Vulture Hunter turret
-add Overcharged Fence Post
-add RadBlock Fence Post
-add barricades and LEDs
-changed magazines perks stats
-add small saw trap
-minor xml tweaks
v1.1
-add .44 Box turret
-add .44 Celling turret
-rised M2 damage from 60 to 95
-minor XML tweaks
v1.0
-add .50 M2 turret
-add .50 M2 turret with light
DOWNLOAD (136 MB)
If you like my mods please consider supporting me.
Credits: Shinji.CG
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
Hello, I’m trying to play this mod, but for some reason, even though you mentioned it used the traps magazines as a progression, I can’t seem to craft any of the traps. Only when I access creative mode I’m able to spawn them.
Nevermind, I found it myself. For those who are still interested in play this mod in the current version (1.4), for some reason, it works when you rename the folder and add “ZZZ” so it can load last.
Can we change the level of when we get the items unlocked (by reading the magazines)? Getting to 100 or 120 (to hit the max) traps magazines is quite an adventure there. Dunno if the files when be modified? I am not familiar with modifying files in 7D2D. Just curious.
Are we able to play this mod with v1.3? I have a feeling no, but just asking to make sure, also great mod!
When i place anything other than the lighted 50 turret I get the following red error pop-up.
2025-03-26T14:10:09 2851.953 INF TurretTracker saved 17 bytes
FormatException: Input string was not in a correct format.
at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in <31687ccd371e4dc6b0c23a1317cf9474>:0
at System.Number.ParseInt32 (System.ReadOnlySpan`1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00016] in <31687ccd371e4dc6b0c23a1317cf9474>:0
at System.Int32.Parse (System.String s) [0x00016] in <31687ccd371e4dc6b0c23a1317cf9474>:0
at AutoTurretFireController.Init (DynamicProperties _properties, AutoTurretController _atc) [0x00167] in <cf106f0fabce4b568ad6c0e783024e88>:0
at AutoTurretController.Init (DynamicProperties _properties) [0x00029] in <cf106f0fabce4b568ad6c0e783024e88>:0
at BlockRanged.OnBlockEntityTransformAfterActivated (WorldBase _world, Vector3i _blockPos, System.Int32 _cIdx, BlockValue _blockValue, BlockEntityData _ebcd) [0x00046] in <cf106f0fabce4b568ad6c0e783024e88>:0
at Chunk.OnDisplayBlockEntities (World _world, UnityEngine.Transform _entityBlocksParentT, ChunkCluster _chunkCluster) [0x00304] in <cf106f0fabce4b568ad6c0e783024e88>:0
at ChunkManager.doCopyChunksToUnity () [0x000c9] in <cf106f0fabce4b568ad6c0e783024e88>:0
at ChunkManager.CopyChunksToUnity () [0x00000] in <cf106f0fabce4b568ad6c0e783024e88>:0
at GameManager.gmUpdate () [0x004cd] in <cf106f0fabce4b568ad6c0e783024e88>:0
at GameManager.Update () [0x00000] in <cf106f0fabce4b568ad6c0e783024e88>:0
Hope you’ll be able to make this compatible with Darkness Falls
omg i changed it and it works flawlessly, i assume this will work for other mods that remove/alter ammo types so adding a tutorial how to do it would be good for others make the mods compatible themselves instead of asking you directly to make it compatible
Hello, I couldn’t do it. Can you send me the completed version?
i just asked a question whether you can make this compatible with the tarkov overhaul mod but ive read that we can alter turret stats below and im curios if i can alter it to use ammo from the tarkov mod if i rename it to use that ammo type in the config file? i dont know what im doing but i will try to do it now and will let you know how it goes
hi, this mod is awesome but it does not work with the Tarkov Overhaul Mod any way to make it compatible? i dont know how this stuff works but if you can make an optional download file to overwrite your mod and make it so every turret uses robotic turret ammo instead as vanilla ammo is not craftable in this mod asside from the robotic ammos. thanks
Your mod is gorgeous and we appreciate your work. Is it in any way possible you could make a patch for this to work with the Tarkov overhaul?
i just managed to figure out how to do it, Go into the defense solutions mod file < config < edit Blocks file in notepad and you should see the names of every turret and the stats of them all, you’re looking specifically for the ‘ammoitem’ stat and next to it you should see the ‘value’ stat thats what you need to edit for example.
From:
<block name=”vulturehunterturret”>
<property name=”CreativeMode” value=”Player”/>
<property name=”Class” value=”Ranged”/>
<property name=”RequiredPower” value=”15″/>
<property name=”AmmoItem” value=”ammoShotgunShell”/>
To:
<block name=”vulturehunterturret”>
<property name=”CreativeMode” value=”Player”/>
<property name=”Class” value=”Ranged”/>
<property name=”RequiredPower” value=”15″/>
<property name=”AmmoItem” value=”ammoEft7mmShotgun”/>
as you can see only the ‘ammoitem’ stat needs to change and then just save the file, so basically just alter the text between the brackets with whatever tarkov ammo you like. here are 3 ammo types ive chosen and you can copy them where needed:
ammoEft7mmShotgun – (12/70 7mm buckshot) these are the names of the ammos in game
ammoEft54539 – (5.45x39mm – PS)
ammoEft918mmPM – (9x18mm PM Ammo)
Please test it for yourself on a new creative world to see if theres any issues but for me it works perfectly on my old world with the tarkov mod and i assume this will work with any other mods that alter ammo in any way and you can just match the ammo names and it will use the mod ammo etc. if you want to use different ammo you need to be in creative menu and hover over the ammo to see the code name for it because i dont know any other way to see that info
Is it possible to list all the tarkov ammos as needed to be added to the mod?
do you mean if you can choose any of the ammo from the tarkov mod to be used in the turrets? if so then yes. or do you mean you want me to list all the ammos for you to choose from? if so then that would take way too much time for me but you yourself can make a creative world and go into the creative menu and hover over any ammo and copy the name of it and its the name that you cant normally see in game and remember to save the edited config file once you enter the new ammos, hope this helps
thanks. wasn’t sure if i had to go into a config file or in game to find the ammo codes
also note that if you want to go back to vanilla you will have to alter the ammo types back to vanilla types etc
Cant seem to find the magazines anywhere. tried even with creative to search magazine and it wont appear. whys that?
Mod use vanilla trap magazines
Hey Shinji.CG, Can you make two different versions of this mod? One what it is right now Magazines perks. Another is no magazines, replace it with books schematics. Because there is mod called rebirth that as no magazines or perks in it. making a this mod unusable. I’m pretty sure theirs other mods out there are like this.
Good idea, in next mod update I will figure it out. Right now I starter new 3 shift job so I have limited time to continue making my mod. I have almost ready 2 new 7.62 turrets and some balancing corrections for next update.
How to unlock it,I can’t craft on table
When in a group, I have noticed the kills from these turrets do not share the XP among the group. The only one who gets the XP is the one who crafts and places the turret(s). Any feedback on this. We are playing on V1.2 stable and PC.
why would they? this was never thing only user gets XP who placed them as you are not tech killing the turret is.
Has this mod been tested for Private or Dedicated servers?
I use it! Everything is okey
Doesnt work v 1.2, it says Method not found: void GameManager.ShowTooltip
Mod no working for me on singel player =(
Mod works
Top 1 Mod for me
Will this mod still work with v1.1
It works with 1.1 and 1.2
Is anyone using these on a dedicated server. They target but won’t fire. They work fine single player. Included video running on dedicated server for clarity of what’s happening. It’s like it ignores the ammo lock… https://youtu.be/MQoiPBN38qI
I never tested it on dedicated server only on peer to peer multiplayer. I have no idea why it behave like this
I’m still trying to figure it out, it makes absolutely no sense as the xml is strait forward and has nothing to do with networking. I’ll let you know if/when I figure it out.
Looks like it has something to do with SphereII Dedicated Tweaks. I tried load order change and still same issue, remove the dedicated tweaks and they work fine. I’m okay with a little more ram usage if I can enjoy this amazing mod.
I will look at that SphereII Dedicated Tweaks, maybe in next update I will make my mod work with it.
any updates
small saw trap is great!
The .44 turret was a great way to use my excess bullets.
Thank you!
Are there any errors when using Darknessfall? I am using version 7DTD 1.1, but an error occurs when using it with Darknessfall.
It may causes some issues with big modpacks like darkness falls, rebirth or afterlife. Thoese modepacks alter game in so degree that standalone mods may cause some errors
Hey man on installing it i just create a mod folder and paste all the files including the folder on the mod folder?
Paste SCG Defense Solutions v1.2 folder into mods folder in 7dtd game directory
Also with vanila turret stats editing
I mean 1.2 mod file version with additional shotgun turret and smal saw table trap!
Hello again author – have some requests: Can u make seperate mod file like 1.2 version with only shotgun turret and small saw table located in Tier 1 defence? Turrets block HP changing? Can those traps being back to vanila skill tree for compatibility with Skill Magazine mods? Can mod items name become WHite again?
I downloaded the mod and put it in the correct folder but it gave an error that didn’t even open the game. I’m using the most current version of 7d 1.2 stable
Did you turn off EAC?
Amazing <3
These are amazing, can I Include these in my AIO server build? I will keep file structure intact and give credit for your amazing work.
Yes of course, you can use it
Thank You, This will truly inspire some revolutionary base builds for sure.
Hello Author – can u also include in mod – abillity to change SMG + Shotgun auto turrets range for balancing measures?
Here you go, all instructions how to do it are in v1.2 mod folder
oops sorry everything works, forgot to lock up ammo
Turrets dont fire at zombies
Will you make this mode for servers
Yes I can, but without new 3d models. So every turret will look like smg/shotgun turret for non-client server only mod. Still i dont know how it will work with 360 turrets on vanilla turret model coz collinder can break line of slight making them useless.
But the 3D models and the mod are really good. Congratulations
ISSUE has been resolved, the other person downloaded a fresh new copy , crafted the turret , placed it and that was all it took so YAY
I’m glad that you managed to resolve your poblem yourself. Mod was never tested on multiplayer but from what I know it should work just fine if there isn’t any other mod that change traps in progression.xml.
Dude, for me only two turrets appear, they don’t appear anymore, is the mod bugged or is something missing?
also LOVE THIS mod thanks for making this, its exactly what I was looking for.
hello Shinji.GC can you pls tell me why someone would see this https://gyazo.com/902c6ac30d90643252a792381050cca3 even after they got the same mod as I did , the mod we got together is called SCG Defense Solutions v2 , we are 1.0 and far as I know the mod was placed correctly, we also have all the exact same mods , no more no less and the other person is the only one having this only issue in not being able to see this turret which is the ,44 Ceiling turret
Awesome mod
Dude, this is awesome! The turrets look amazing, especially the one that hangs from the ceiling. This is exactly the type of turret I’ve always felt was missing in the game.
Lol, I thought the first pic was a gun-platform mecha.
I was like, “Hell yes I want a new turret!”
hello, the mod is amazing, I hope to see even more new and interesting things, good luck)
Sorry was meant to have I done something wrong

I downloaded the mod and it won’t let me build them as the trap books still go to 75 not 100 just wondering have u done something wrong ????
I will look at it
I just tested it on my world and I don’t have that problem. Maybe you using other mods that change something in progression.xml. if yes try add “zzzzz” or “0000” to “SCG defense solutions” mod folder like “0000 SCG Defense Solutions” it will load mod as last or as the first. Maybe it will help.
Isn’t the DMG output a bit too small for the caliber compared to 9mm, only 10-20 points more against bikers and soldiers
in next update i will chande dmg for it, coz yeah you are right, it is a little bit too weak for a end game turret.