Guide · Updated 25 Oct 2026

RedM auction house script: how players buy and sell to each other

A RedM auction house script lets players sell items to each other while they are offline: the seller leaves an item with an auctioneer, other players bid on it or buy it out, and the money and the item are delivered to a mailbox when the listing ends. To add one well you need three things on top of the script: auction houses in towns players already visit, a listing deposit and a sales tax so the market takes money out of the economy instead of adding junk to it, and a rule for where money sits while a bid is open. This guide walks through a listing from start to finish, then buy orders, the fees, and the settings that protect your economy.

Why a RedM server needs an auction house

Trading in person needs both players online at once. An auction house does not: a hunter who plays in the morning sells pelts to a tailor who plays at night, at a price players actually pay.

  • It finds prices. Shops set prices; an auction finds out what things are worth.
  • It works across time zones. Listings run for hours, so nobody has to be online for the sale.
  • It gives gatherers a buyer. Raw goods have somewhere to go besides an NPC counter.

For the economy around it, the money sources and sinks and the starting numbers, read RedM server economy first. This guide is only the auction house.

How a RedM auction works, step by step

This is how Auction House ($49.99) handles one listing. Most auction scripts differ mainly at steps 3 and 5.

  1. The seller walks up to the auctioneer and presses G. Four auction houses ship: Valentine, Blackwater, Saint Denis and Armadillo, each with an auctioneer and a map blip. Listings are shared across all of them.
  2. They pick an item from the satchel, a quantity, a starting price per piece and, if they want, a buyout price per piece. The buyout must be higher than the starting price. Blacklisted items cannot be listed at all; id_card and weapon_license are on the list by default.
  3. They choose how long it runs and pay a deposit. The item leaves their satchel at once and the deposit is taken. The deposit is never returned.
  4. Other players browse, bid or buy it out. A bidder's money is taken when they bid. A seller cannot bid on or buy their own listing.
  5. The listing ends. With a buyout, it ends the moment someone pays. Otherwise the leading bid wins when time runs out, or the item goes back to the seller if nobody bid.
  6. Everyone collects from the mailbox. The winner's item, the seller's money less the sales tax, and any refunds all land there, one entry at a time or all at once.

Durations and deposits

Listing lengthDeposit (not refunded)
Short, 2 hours5% of the starting price
Medium, 8 hours10%
Long, 24 hours15%
Very long, 48 hours20%

Lengths and percentages are in Config.Auction.Durations.

Bids, buyouts and what happens to the money

Players trust an auction house when they know where their money is while they bid. A script can collect from the winner at the end, which fails when the winner has spent it, or take the money when the bid is placed and hand it back if someone beats it.

Auction House ($49.99) does the second:

  • Only the leading bid holds money. The moment a bid is beaten, the full amount goes back to that player's mailbox, online or not.
  • Each bid must beat the last by a step. The step is 0.50 or 5 percent of the current bid, whichever is higher, so a bid of 20 must be beaten by at least 21. That stops one-cent bidding wars.
  • A buyout refunds the leader. If someone buys the item out while another player is winning, the leader's bid goes back to their mailbox.
  • Sellers cannot pull a listing once someone has bid, unless you turn on AllowCancelWithBids. Without bids, a seller can cancel and the item comes back; the deposit does not.

A worked example

A hunter lists 10 pelts at 2 a piece to start, with a buyout of 4 a piece, for 24 hours. The starting price is 20 in total, so the deposit is 15 percent of that: 3. A tailor buys them out for 40. The 5 percent sales tax takes 2, and 38 lands in the hunter's mailbox. After the deposit the hunter is 35 better off, and 5 has left the economy.

Buy orders: want requests

An auction only works when someone is selling. A buy order works the other way round, and it is the part most auction scripts leave out. In Auction House ($49.99) it is the Want Requests tab:

  • A player posts the item, how many they want and the price per unit. The full amount is held from that moment.
  • Other players fill it in full or in part. Each one is paid in cash as they deliver, less an 8 percent tax, and the goods go to the requester's mailbox.
  • Requests run 4, 12, 24 or 72 hours, or stay open until filled or cancelled.
  • When a request ends, the money not spent goes back to the requester.

For an owner, unfilled want requests are a list of what players want and nobody is supplying. Running a RedM player economy covers what to do with that list each week.

Keeping the auction house from wrecking your economy

An auction house moves money between players; it does not create any. The risks are one player flooding the board, money piling up, and prices with no ceiling. These settings in config.lua, also editable in game under /poggy → Auction House, handle them.

SettingDefaultWhat it guards against
SalesTaxPercent5Money piling up. A cut of every sale leaves the economy.
DepositEnabledOnJunk listings left up at silly prices.
MaxActiveListings20 per playerOne player flooding the board.
MaxStartPrice, MaxBuyoutPrice100,000 and 500,000Absurd prices used to move money between characters.
MaxMailboxItems50Uncollected entries piling up; a player over the limit cannot list until they collect.
Config.BlacklistedItemsID card, weapon licenceItems that should never be bought, such as documents and licences.

Lower the price limits to fit your economy: a 100,000 starting price is mostly useful for moving money between alts.

A price ceiling: the supply catalogue

The Order Catalogue tab sells 74 raw goods from six suppliers: lumberjacking, mining, farming, hunting, fishing and crafted. Prices move up to 5 percent each time it opens, a 12 percent shipping fee is added, and each order goes through Processing, In Transit and Out for Delivery, between 5 and 15 minutes per stage by default (5 to 10 for the last). It can be cancelled with a full refund while still processing.

Because anyone can order at a known price, nobody pays a player far more than catalogue price plus shipping. Price the catalogue above what players can gather for and gathering stays worth doing. A catalogue item only shows when its item exists in your items table; adding items to a RedM server covers that.

Pairing it with player shops

With Poggy Markets ($99) running, the order form gets a Deliver to Shop ID box. Shop owners, and staff whose role lets them deposit items, can send an order straight into the shop's storage; if the shop is full, it goes to the mailbox instead.

Staff tools and logs

  • Live tables in /poggy. Cancel a listing and return the item, extend it by 1 to 720 hours, see its bids and remove one. Refund or deliver a catalogue order. Cancel a want request and refund what is left. Changes apply at once and are saved in the hub's History.
  • Discord logging for listings, sales, bids, expiries and cancellations, each switchable. It is off until you paste a webhook in Config.Discord; /auctiondiscord sends a test.
  • /auctionrefresh settles every listing whose time is up, now. Otherwise they are settled every 60 seconds.
  • /auctionpurge cancels every active listing and does not return the items. To cancel one listing and give the item back, use the live table instead.

Admin commands work for the admin, superadmin and god groups, and from the console.

Free alternatives

An auction does not have to be a script. A live auction run by staff in a saloon, with donated items and an auctioneer, is one of the best events a roleplay server can hold; RedM server event ideas has the details. A Discord trading channel works for small communities, though nothing holds the money or the item. For a free script, search the Cfx.re forum and GitHub for "RedM auction house", check it supports your framework, and check the one thing that matters most: whether the money is taken when a bid is placed, or only promised.

Installing it

Auction House ($49.99) needs Poggy Core (Free) 0.27.0 or newer and oxmysql, and runs on VORP Core, RSG Core and QBCore RedM. Add ensure poggy_auction below oxmysql and poggy_core in server.cfg, and below poggy_markets if you use it. The database tables are created on the first start, so there is nothing to import. config.lua, translations.lua and the whole interface are open to edit. New to installing resources? Start with how to install a RedM script.

Questions this guide answers

How do I add an auction house to a RedM server?

Install an auction house script, place auctioneers where players already travel, and set a listing deposit and a sales tax before launch. Poggy Auction House ships four locations (Valentine, Blackwater, Saint Denis and Armadillo) and runs on VORP Core, RSG Core and QBCore RedM through the free poggy_core.

What happens to my money when I am outbid?

In Poggy Auction House your bid is taken when you place it, and only the leading bid holds money. The moment someone outbids you, your full bid goes back to your mailbox, whether you are online or not.

What is the difference between a bid and a buyout?

A bid is an offer that wins only if nobody beats it before the listing ends. A buyout is a fixed price the seller may set, higher than the starting price, that ends the listing at once and sends the item to the buyer.

What happens if an auction ends with no bids?

The item goes back to the seller's mailbox. The listing deposit is not returned, which is what stops players listing junk at silly prices and leaving it there.

What is a buy order in a RedM auction house?

A player posts what they want, how many and the price per unit, and the money is held until the request ends. In Poggy Auction House these are want requests: other players fill them in full or in part, are paid in cash as they deliver, less an 8 percent tax, and unused money goes back to the requester.

Scripts mentioned in this guide

Whole store →
Auction House — RedM Auction House Script
RedM Auction House Script

Auction House

Players list, bid on, buy out and collect items at four auction houses, order 74 raw goods from a supply catalogue, and post buy orders on a want-request board, with everything landing in one mailbox.

Price$49.99
Poggy Markets — RedM Player-Owned Shop Script
RedM Player-Owned Shop Script

Poggy Markets

Players buy or found a shop, stock and price it, hire staff and run it from a sales dashboard, beside 48 NPC stores, with supply-and-demand pricing, a commodities exchange and simulated customers.

Price$99
Poggy Core — Free RedM Framework Core and Auto-Updater
Free RedM Framework Core and Auto-Updater

Poggy Core

The free, open-source core every Poggy script runs on, for VORP Core, RSG Core and QBCore RedM: automatic updates with config merging, tables created on start, account bans with a shared anti-cheat ban network, and one API for your own scripts.

PriceFree

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