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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.
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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.
- 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.
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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.
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.
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.
-
lockdownEnabled = falseturns 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 withlockdownChannelEnabled = false.