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Auto Turrets in 7 Days to Die — Shotgun, SMG & M60

ByYurii LuzhkoSource: 7 Days to Die V3.3 game files
Electric trapDraws 15Traps 50 / 75 / 100

There are 3 auto turrets: the Shotgun Auto Turret (Traps 50), SMG Auto Turret (Traps 75) and M60 Auto Turret (Traps 100). Each draws 15 power, has 1,000 hit points, is built at the Workbench with a Motion Sensor among its ingredients and fires its gun's own ammo — Shotgun Shell, 9mm Ammo and 7.62mm Ammo. The M60 reaches furthest (40 m) and hits hardest per bullet (50); the shotgun fires 8 pellets of 9 out to 15 m; the SMG 32 per bullet to 30 m.

The three turrets compared

FieldShotgun Auto TurretSMG Auto TurretM60 Auto Turret
Power draw (RequiredPower)151515
Damage per hit9 × 8 pellets32 per shot50 per shot
AmmoShotgun Shell (Ammo)9mm Ammo7.62mm Ammo
Range (MaxDistance)15 m30 m40 m
Shots per burst41560
Fire rate (BurstFireRate)0.61 s0.15 s0.1 s
Cooldown after a burst2 s2 s2 s
Spread (RaySpread)5.2°2.6°2.6°
Aim range (yaw / pitch)90° / 90°90° / 90°90° / 90°
Block damage111
Hit points (MaxDamage)1,0001,0001,000
Size1 block1 block1 block
Stack size101010
Base value (EconomicValue)2,5003,0002,500
Repair with12 Forged Iron, 2 Mechanical Parts, 2 Electrical Parts12 Forged Iron, 2 Mechanical Parts, 2 Electrical Parts12 Forged Iron, 2 Mechanical Parts, 2 Electrical Parts
Salvage (wrench)1–4 Mechanical Parts, 1–4 Electrical Parts1–4 Mechanical Parts, 1–4 Electrical Parts1–4 Mechanical Parts, 1–4 Electrical Parts
Unlocks atTraps 50Traps 75Traps 100

Damage multipliers for all three (DamageBonus, inherited from the SMG turret): head ×3, glass ×1, wood ×2, earth ×0.2, stone ×0.2, metal ×0.2.

Recipe and unlock

Shotgun Auto Turret

Crafted at the Workbench

Unlocks at Traps 50 (Electrical Traps magazines) · Shotgun Auto Turret.

SMG Auto Turret

Crafted at the Workbench

Unlocks at Traps 75 (Electrical Traps magazines) · SMG Auto Turret.

M60 Auto Turret

Crafted at the Workbench

Unlocks at Traps 100 (Electrical Traps magazines) · M60 Auto Turret.

How to wire a turret

  1. Power sourcegenerator, solar or battery bank
  2. Motion Sensortrigger · draws 5
  3. Turretdraws 15

Use a wiring tool to connect electrical components. The first component you attach the wire to will be the parent component.

Focus on any electrical component and use the secondary action to add a wire to that component. Repeat to complete the connection to a second component.

Focus on any electrical component and use the primary action to remove or cut that components wire to its parent component.

With the wire tool equipped you can see many useful things including: a components power usage and current power status, the flow of power represented on the wires by moving pulse from parent component to its child component and the aiming and view cone angle of objects with motion sensing capabilities.

A component can only have one parent or input, but can have multiple children or outputs.

In-game journal tip — Wire Tool

If you have an aim-able electrical item such as an auto-turret, motion sensor or spotlight you can set its default aim by opening it, clicking into the camera preview area, holding down your primary action and aiming to the desired position.

After this is complete hit escape and exit the component.

In-game journal tip — Aiming

How electricity works, and the power draw of every block →

Where to buy

Shotgun Auto Turret

Every trader can stock it — in the shared electrical list of their general stock, and Trader Bob carries it as a specialty too. It can appear from trader stage 55. Trader stage is your player level × (1 + the quest-tier bonus at that trader). Trader Bob · Trader Hugh · Trader Jen · Trader Joel · Trader Rekt

SMG Auto Turret

Every trader can stock it — in the shared electrical list of their general stock, and Trader Bob carries it as a specialty too. It can appear from trader stage 55. Trader stage is your player level × (1 + the quest-tier bonus at that trader). Trader Bob · Trader Hugh · Trader Jen · Trader Joel · Trader Rekt

M60 Auto Turret

No trader lists it in traders.xml.

Other traps

Auto Turrets — FAQ

How do you get auto turrets in 7 Days to Die?
Read Electrical Traps magazines: the Shotgun Auto Turret unlocks at Traps 50, SMG Auto Turret unlocks at 75 and M60 Auto Turret unlocks at 100. Shotgun Auto Turret and SMG Auto Turret can also be bought from traders; the M60 Auto Turret cannot.
What ammo do auto turrets use?
Shotgun Auto Turret: Shotgun Shell (Ammo), SMG Auto Turret: 9mm Ammo and M60 Auto Turret: 7.62mm Ammo. Each fires the ammo its AmmoItem in blocks.xml names.
Which auto turret is best?
On the files' numbers: the M60 Auto Turret — 50 per bullet, 60 per burst, 40 m — but it is the last to unlock (Traps 100) and no trader sells it. All three deal ×3 damage to heads and ×2 to wood (DamageBonus in blocks.xml).

Read from the 7 Days to Die V3.3 game files: blocks.xml, items.xml, recipes.xml, progression.xml, traders.xml, loot.xml, buffs.xml and the game's own text (Localization). PinDrop is fan-made and not affiliated with The Fun Pimps.