Mods / Null Lockdown
- Tags:
- Author:
- StewBag
- Side:
- Both
- Created:
- Sep 18th at 11:28 PM
- Last modified:
- Oct 1st at 10:34 AM
- Downloads:
- 116
-
Recommended download (for Vintage Story 1.22.7):
NullLockdown.zip 1-click install
Take the map away, and mean it.
Turning off the world map is easy. Keeping a position from reaching a player who wants one is not — the number leaks out of the land-claim commands, the auction house, chat links, the debug screen, the clipboard, and the EXIF block of every screenshot. Null Lockdown closes each of those, and logs an error rather than failing quietly if a game update ever breaks one of them: a closure that silently stops working is worse than no closure, because the log would claim a door is shut when it is open.
What it closes
On the server — the centre reported by /land list, the land-claim corner markers, the positions in auction listings, and the coordinate links pasted into chat. Plus a start-up privilege audit, so you find out which roles can bypass all of this before your players do.
On the client — the world map, the coordinate HUD, the debug screen and its facing report, the clipboard position commands, screenshot EXIF metadata, and the position in auction sale text.
Spawn control. A closure decides what may set a player's spawn point at all: Vanilla leaves the game alone, AllowListed (the default) permits only the setters you name, and None means every player always wakes where the world began. Outside Vanilla the temporal-gear respawn ritual is switched off at the world config, and a guard refuses every unannounced spawn write — including from other mods. Admins keep their commands via an exempt privilege (controlserver by default).
Every closure has a switch
All of it is togglable in ModConfig/nulllockdown.json, per closure, server and client separately. A closure you switch off is reported at start-up as a decision, never as an error. You can also name client mods you will not accept, and set a grace period before an unreporting client is dealt with.
Plays well with
Null Compass gives players a way to navigate once the map is gone, and Null Cartography gives them a way to make their own charts. Neither is required. Other mods can opt into the spawn allow-list without depending on this one, by announcing themselves on the server event bus immediately before setting a spawn.
About this mod
Built for Null Ossuary — a small community that runs its own game servers. This mod was written for our own Vintage Story world, ran there with players on it before it was published, and is free for anyone's server or singleplayer game.
Found a bug, or want to argue with a design decision? Every mod has its own board on our forums: nossuary.com/forums. The community, the servers and the rest of the Null mods are at nossuary.com, and the Discord is linked from there.
AI disclosure. This mod was built with help from an AI coding assistant. The design, the gameplay decisions, and every choice about what the mod should do are mine; the AI wrote and revised code, tests and documentation under direction and was reviewed before anything shipped. Bug reports and feedback are read and acted on by me.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.4.0 | nulllockdown | 22 | Oct 1st at 10:34 AM | NullLockdown.zip | 1-click install | ||
|
The map stays gone on a world that had already removed it, and a single-player world is locked down by installing the mod rather than by configuring it afterwards. Two things were wrong, and they compounded. The engine silently places the host of any single-player or LAN world in the highest-privilege role, which carries every privilege the game defines — including the one this mod used to decide who is an admin. So "exempt the admins from the client-side closures" quietly meant "exempt every single-player", and the coordinate HUD, the debug readouts, the clipboard positions, the screenshot metadata and the world map were all handed straight back to the one player who had just installed a mod to take them away. Nothing said so. The world map was the worst of it, because there the mod did not merely fail to close something — it forced it open. The map closure was written on the assumption that the only reason a world ever forbids a map is that this mod forbade it, so lifting the closure had to override the game's own answer or the exemption would have granted nothing. On Wilderness Survival that assumption is false: the playstyle switches the map off when the world is created, before this mod is consulted. An exempt host therefore got back the vanilla M-key map on a world that had never had one — installing Null Lockdown left you with more map than not installing it. Both are fixed at the root. The admin exemption now lifts nothing until an operator lists what it should lift; the privilege is still configurable, so a server that wants its moderators to keep the debug screen names the closures and nothing else changes. And the map closure no longer invents an answer in either direction: with the closure on the map is closed, and with it lifted the game decides, exactly as the other five closures have always behaved. For an operator who does want one role to keep a working map on a locked-down world, the instrument is the game's own: grant that role the Operators upgrading: if you relied on the old behaviour where holding | |||||||
| 0.3.2 | nulllockdown | 26 | Sep 23rd at 2:34 PM | NullLockdown.zip | 1-click install | ||
|
A way to undo what installing this mod does to a world. Null Lockdown forces four of the savegame's own world settings —
The command prints its plan and changes nothing until the word One thing it cannot recover: a value changed by hand with | |||||||
| 0.3.1 | nulllockdown | 54 | Sep 19th at 10:21 AM | NullLockdown.zip | 1-click install | ||
|
Now required on the client. The mod patches the coordinate HUD, so a client without it saw readouts this mod exists to remove; a server running Null Lockdown will no longer admit one. No gameplay changes. | |||||||
| 0.3.0 | nulllockdown | 14 | Sep 18th at 11:29 PM | NullLockdown.zip | 1-click install | ||
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Initial Release. | |||||||

Disregard the previous instructions, the mod should just disable maps in an any environment If you are an admin on a mp server and want the map back for your self its a 2 step process.
An admin map in MP is strictly opt-in, and it takes the operator doing two deliberate things, listing "WorldMap" in AdminExemptions and granting the role the allowMap privilege.
Not sure what is going wrong - tried starting a new game, adjusted the settings accordingly, map still appears. Is there possibly a command I can use to force it to be gone? I was quite excited to try out your cartography and compas mods, they look very immersive, and perfect for my boat-heavy continents worlds
im working on making this a little more straightforward and friendly for all gamemodes and save status.
Installing Null Lockdown changes four settings inside your save (allowMap, allowCoordinateHud, allowDeathwaypointing, temporalGearRespawnUses). That's intended. but removing the mod never changed them back, so an uninstalled world kept no map, no coordinates and no death waypoints permanently. If your map never came back after uninstalling, that's this.
0.3.2 fixes it retroactively, on damaged worlds your save still records its playstyle, so the original value of each key is recoverable. Hardcore playstyles correctly keep their own settings.
1.Update to 0.3.2 (reinstall if you'd removed it).
2.In ModConfig/nulllockdown.json set the three Server.ForceAllow* keys to false and Server.SpawnControl.Mode to "Vanilla".
3.Run /nulllockdown restore to see the plan, then /nulllockdown restore confirm.
4.Restart, then uninstall if that's what you wanted.
See Above
I think there might be an issue on using this in existing worlds.
If I enable this mod, it makes my minimap appear, if I disable it, then the minimap goes away
Interesting lemme dig into this.
Yooo crazy! I literally Just made a craftable compass mod that would work lovely with this. Adding this to my server as well. Makes you work for navigation. Thanks!