# 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 on`. - **Clear**: an OWNER presses **LOCKDOWN IS ON — TURN OFF** and confirms, or runs `/nerosecurity lockdown off`. - **Operators** can clear any lockdown with `/nerosecurity admin unlock `. 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](Keycards.md). ## 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](Companion-App.md) 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 - [Access Levels](Access-Levels.md) - [Sensors and Alarms](Sensors-and-Alarms.md) - [Home](Home.md)