Skip to main content
Containment is reversible restriction while the server stays up. It is not a ban, not a Vault freeze, and not join-only lockdown. Default first boot is unarmed. Halt suggests. Staff start lockdown or player contain by hand. /halt arm contain is the kill-switch.

Arm modes

Confirm with /halt status (Armed: line). containment.min_severity defaults to high. Armed auto-containment is dangerous and opt-in. containment.ttl_seconds (default 900) expires player/vector containment. 0 means until staff runs /halt contain off. containment.kick_on_critical kicks that player after containment starts. It never bans. halt.bypass.containment skips player containment enforcement. It does not skip server lockdown.

Lockdown profiles

From lockdowns.yml. Start with /halt lockdown <profile> (halt.lockdown.use). Stop with /halt lockdown off (halt.lockdown.stop). Copy extra shop plugin labels from examples/lockdown-command-packs.yml into blocked_commands. Labels have no leading slash.
The economy profile name means shop/trade command and item-transfer containment. It does not freeze Vault balances.
When modules.lockdown is disabled, Halt rejects lockdown start/stop, exposes no active lockdown or history, and does not enforce lockdown restrictions.

Player and vector contain

Separate from the lockdown module. Staff:
Manual player contain applies economy commands, containers, drops, and shulkers to that player. Armed contain also restricts the matching vector (for example hopper burst → global hopper transfer block) for HIGH/CRITICAL. Armed lockdown only starts full-server full_containment when the incident is CRITICAL and already correlated. A single uncorrelated CRITICAL still contains the player/vector.

Reverse order

  1. /halt contain off all
  2. /halt lockdown off
  3. /halt arm off if you do not want auto-action on the next HIGH/CRITICAL
Do not leave lockdown or containment on after the incident is controlled. See the Incident playbook.