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Sabotage & doors

Impostors open the sabotage panel from their hotbar lever. Which sabotages appear depends on what your arena has configured — a station missing from the map is simply hidden from the panel.

Fix stations

All set by looking at the block and running:

/sc setsabotage <lights | reactor-a | reactor-b | o2-a | o2-b | comms-a | comms-b>
Sabotage Stations Effect Fix
Lights lights crew vision shrinks hard shared 5-switch panel — anyone can flip switches, including impostors re-flipping them covertly
Reactor reactor-a + reactor-b (both required) critical countdown — impostors win at zero both pads held simultaneously
O2 o2-a (+ optional o2-b) critical countdown 4-digit code shown at the pad; with both pads, the same code on each (vanilla)
Comms comms-a (+ optional comms-b) task list/bar blackout, cameras/admin/vitals/doorlog disabled radio-tune dial (both pads if two)

Critical timers use the per-arena/party criticalSabotageSeconds. AU rules apply: reporting a body cancels a critical, emergency meetings can't be called during one, and the sabotage cooldown restarts when fixed, not when triggered.

Doors

/sc adddoor <group> [sealBlock]     # look at one corner, run, look at the opposite corner, run again
/sc removedoor <group>

Each run of the two-step capture fills a cuboid wall region (repeat for L-shaped doorways, ≤400 blocks per capture). Impostors seal a group from the panel for 10 seconds (30s per-group cooldown); blocks swap to sealBlock (default IRON_BARS) and restore automatically — meetings pop everything open.

Warning

Door groups bound to a decontamination corridor must not also be used as sabotage doors — the two systems would fight over the same blocks.

Mushroom Mixup

No station needed — if your skins.yml colors have textures, the panel always offers Mixup: every living player's color scrambles for 10 seconds.