Documentation category

Security and Control Systems

Security and Control Systems are about rules, ownership, protection, and consequences. Doors can be locked. Areas can be defended. Turrets and traps can react. Permissions can decide who is allowed to use something. Security logic can turn a base, facility, dungeon, settlement, or player-built structure into something that feels governed instead of decorative.

What This Enables

  • Locked doors, protected containers, permission-gated systems, defensive traps, turrets, drones, and security zones.
  • Player bases, faction areas, restricted rooms, automated defenses, stealth spaces, PvP structures, and controlled interaction rules.
  • Systems that can work with teams, ownership, damage, interaction, inventory, building, and multiplayer authority.

Working Advice

  • Define ownership first. Security logic becomes messy fast if nobody knows who is allowed to do what.
  • Keep detection, permission checks, and damage behavior separate enough to test each one.
  • For multiplayer, check authority and replication early. Security systems are only convincing if they are also trustworthy.