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Lockdown

github-actions[bot] edited this page Oct 17, 2026 · 1 revision

Lockdown

Lockdown hardens a whole installation with one action. While it is on, every access check needs OWNER. Owners are never locked out, and an owner can always reach their own hub.

Starting and clearing a lockdown

  • Start: an OFFICER or OWNER presses LOCKDOWN IS OFF — TURN ON on the hub and confirms, or runs /nerosecurity lockdown <installation> on.
  • Clear: an OWNER presses LOCKDOWN IS ON — TURN OFF and confirms, or runs /nerosecurity lockdown <installation> off.
  • Operators can clear any lockdown with /nerosecurity admin unlock <installation>.

When an owner starts a lockdown by hand and an owner clears it again, the clearing owner records the lockdown drill milestone for the optional quest pack. Alarm lockdowns and the companion app never count.

What changes during a lockdown

  • Doors seal. Redstone no longer opens them. Only OWNER-level access opens them.
  • Secure chests open only for OWNER-level access, and automation (hoppers, pipes) is blocked.
  • Force fields let only OWNER-level players through. If the server allows it (fieldLockdownRaisesToMax, on by default), fields also run at the server's maximum strength without using more power. A lockdown never resets a field's overload meter.
  • Alarms are all armed, even silenced ones.
  • Sensors treat everyone below OWNER as an intruder, so members trip lasers and cameras too.
  • Settings screens and the hub follow the same rule: only OWNER-level access changes anything.

"OWNER-level access" means the installation's owners and server operators. An OWNER keycard for this installation still opens doors, chests and fields during a lockdown, but it never opens the hub or changes a setting. See Keycards.

Alarm lockdowns

An owner can tick Trigger lockdown on an alarm. That alarm can then start a lockdown by itself.

  • Only an owner can turn this on or off, and the server can forbid it (alarmLockdownEnabled).
  • It only reacts to critical events: Laser grid tripped, Door forced, Chest forced, Device broken and Force field overloaded (a server can lower this with alarmLockdownMinSeverity = warn).
  • An alarm lockdown clears itself after 5 minutes unless an owner confirms it. The hub shows LOCKDOWN (ALARM) — CONFIRM; confirming keeps the lockdown on until an owner clears it.
  • After an alarm lockdown ends, alarms cannot start another one on that installation for 10 minutes. A blocked attempt is logged as "Alarm lockdown suppressed (cooldown)".
  • A running alarm lockdown is never extended.

From the companion app

Changing lockdown from the NeroLink companion app is off by default. A server can allow it with linkLockdownMode: release lets an owner clear a lockdown from the app, full also lets them start one. See NeroLink App and Notifications for the trade-off.

Server switches

  • lockdownEnabled = false turns lockdown off on the server. No lockdown can start, and any stored lockdown is ignored but kept, so turning the switch back on restores it.
  • Entering and leaving a lockdown is announced on Neroland Core's threshold channel nerosecurity:lockdown, so quest packs can react. The announcement carries an opaque installation id only, never a player, a name or a position. Turn it off with lockdownChannelEnabled = false.

See also

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