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NEROSECURITY

Access · Defence · Surveillance

Lock it down — keycards, blast doors, force fields, cameras and turret-grade defence for tech bases, colony outposts and orbital stations.

Planned v0.2.0-alpha.1 24 Sept 2026
NeroSecurity logo

NeroSecurity is the locks, access control & base defence mod of the Neroland ecosystem. It layers keycards, powered security doors, projected force fields, surveillance cameras, alarms, laser grids, tiered player access levels, base lockdown and secure containers into a coherent defence stack, so a NeroColonies outpost or a Nerospace station can be genuinely defensible rather than relying on raw block hardness or vanilla doors. Security is about who can get in — not how much obsidian you stacked.

Built on Neroland Core, so its power framework, upgrade modules, progression gates, c: material tags, and — crucially — its data-erasure hook for access and camera logs are shared with the rest of the lineup. (Planned — in design; not yet released.)


1. Keycards & the access-resolution service

Every gated block asks Core a single question — may player P perform action A here at access level L? — resolved server-side, every time, so keycards and camera access can't be spoofed by a client.

  • 💳 Keycards — physical item tokens carrying an encoded access level and (optionally) a bound owner UUID; readers validate them through the service rather than trusting the card blindly.
  • 🖊️ Programmer block — writes and clones cards, but itself demands a sufficient access level, so you can't mint an admin card without admin rights. Encryption is an upgrade module, so high-tier cards can't be copied on a basic reader.
  • 🪪 Tiered access levels — a small ordered scale (Public → Member → Officer → Owner/Admin) per installation, the backbone every other feature depends on.

2. Doors, force fields & laser grids

  • 🚪 Security doors — powered, access-gated blast doors with an optional keycard-only mode; upgrade slots for hardness and open speed.
  • 🛡️ Force fields — an emitter projects a controllable energy barrier across a configurable area, passable only to permitted players; cost scales with size and strength, and it's config-capped for PvP/raid servers.
  • 🔦 Laser grids — paired nodes project detection beams; a break raises an event on the installation bus (and can deal damage if configured) — the energy-tier successor to vanilla tripwire.

3. Cameras, alarms & the security-event bus

Detection blocks produce events; alarms, lockdown and logging consume them — so adding a sensor or response is a matter of the shared bus, never rewiring redstone by hand.

  • 📹 Cameras — viewable through a monitor or handheld viewer with an access level required to open the feed; may optionally log motion events (personal-data sensitive — see below).
  • 🚨 Alarm blocks — subscribe to the bus and fire on forced doors, tripped grids, camera motion or unauthorised access, responding with redstone, sound, a beacon highlight, or a message to online owners.

4. Lockdown & secure storage

  • 🔒 Base lockdown mode — a hub block runs a Normal → Lockdown → released state machine: force-seals doors, raises fields to full, arms alarms and drops access for all but top-tier cards. Trigger it by hand, by alarm event, or by server command.
  • 🗄️ Secure chests — access-gated containers that refuse unauthorised players server-side, with an optional audit trail (personal-data sensitive), and standard item capabilities so automation can be allowed or denied per access policy.

5. Claim integration

  • 🧭 Claim-aware — reads claim/ownership state from mods like FTB Chunks and Open Parties and Claims through Core compat tags and feeds it into access resolution. NeroSecurity only ever adds restrictions on top of a claim — it never overrides one to grant access.

Privacy (POPIA / GDPR)

NeroSecurity is the most privacy-sensitive mod in the ecosystem, because cameras, access logs and secure-chest audit trails record personal data — player identities, timestamps and locations. It is compliant by default, and the defaults always err toward less data and shorter retention:

  • 🔑 Keyed by UUID, never names — logs record who, what and when on that installation, and nothing more. No chat, no unrelated player movement, no inventory beyond the action performed.
  • ⏳ Short, configurable retention — camera footage lives in a buffer measured in minutes; access and audit logs purge after a small, configurable number of days. Old data is auto-deleted, never kept indefinitely.
  • 🧹 One erase clears everything — logging routes through Core's shared data-erasure hook, so a single erasure request purges a player's access and camera records across NeroSecurity and every other Neroland mod at once, alongside export for the right of access.
  • 🙈 Opt-out & per-feature toggles — players and servers can opt out of being logged where feasible, and cameras, logging, force fields and lockdown are each independently disableable in a clearly labelled privacy config section.
  • 👁️ No silent recording — an unmistakable "recording active" indicator surfaces whenever surveillance is in effect, and reading the audit log is itself privileged and itself audited.
  • 📡 Anonymous crash telemetry, opt-out — carries only version strings (mod / MC / loader / OS / Java), never IPs, names, UUIDs or world data, and is disableable in config.

Why it fits the ecosystem

  • 🧩 Built on Neroland Core — one power type, one upgrade-module system, one progression arc, shared c: tags, and Core's permission/reputation/faction APIs as the access backbone. NeroSecurity ships in its own creative tab.
  • 🤝 Interoperates, never hard-depends — NeroFactions rank, NeroColonies membership and Nerospace station ownership feed straight into access levels, so a faction can lock a station deck to officers with no per-player setup. All optional: absent, NeroSecurity falls back to per-player ownership.
  • 🌌 Progression-gated — cheap "locked workshop" tiers craft on Earth, while force fields and laser grids need space-tier power budgets, naturally gating advanced defence behind reaching orbit.
  • 🧱 Cross-loader — NeoForge, Forge and Fabric on Minecraft 26.1.2 and 26.2.

Requirements & compatibility

  • Requires Neroland Core — install it alongside NeroSecurity (it loads first).
  • Conventional c: tags and loader-native power/item capabilities mean Create, AE2, Mekanism, Ad Astra and Energized Power interoperate — powering fields and doors, or exposing secure chests via item handlers — as the 26.x ecosystem fills in, with no hard dependency on any of them.
  • Modpacks are allowed and encouraged — any platform, no need to ask. Use the official files and credit NeroSecurity by Neroland with links to the CurseForge page and the GitHub repository. Full terms: LICENSE.

Created by Neroland. The project logo was made with the help of AI image tools; in-game art is generated by the project's own tooling and refined by hand.

Latest release

v0.2.0-alpha.1 24 Sept 2026

EMI compatibility. No gameplay, id, tag or config change.

Added

  • EMI support. NeroSecurity adds no recipes of its own, so nothing needed a plugin. The build now compiles against the community EMI Unofficial Port (Unstable), the only EMI build for Minecraft 26.x, and dev clients load it with -PwithEmi (default runs stay JEI-only). EMI stays optional.
Full changelog →

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