Guide · Updated 28 Sep 2026

How to stop banned players coming back to your RedM server

A ban only works if it stops the person, not the name they used. On a roleplay server the usual failure is simple: the player makes a new character, or joins from a second Steam account, and is back in the saloon an hour later. This guide covers what a ban should match, why the obvious shortcut (IP bans) backfires, and how a shared network stops a known cheater before they reach your server at all.

Ban the account, not the character

A RedM player connects with several identifiers at once. The ones that matter:

  • license and license2: tied to their Rockstar/Cfx.re game licence.
  • fivem: their Cfx.re account.
  • steam: present if Steam is running.
  • discord: present if Discord is running and linked.

A ban that stores one of these can be sidestepped by changing that one. A ban that stores all of them, and refuses a player when any one matches, means they have to change everything at once. That is the difference between a ban that lasts an hour and one that lasts.

Framework character bans are weaker still: they block one character, and the player makes another. Ban the account.

Why IP bans are a trap

An IP address feels like the strongest identifier and is the weakest. Home addresses change when a router restarts. Families, flatmates, universities and mobile networks put many people behind one address. An IP ban locks out the innocent brother and misses the cheater with a new router. Leave the IP out.

Account bans with poggy_core

The free Poggy Core (Free) keeps account bans for every Poggy script, on VORP Core, RSG Core and QBCore RedM. A ban covers every identifier the player connects with (license, license2, fivem, steam and discord) and never uses the IP. From the server console:

poggycore ban 12 7d Griefing at Valentine bank           # player online, server id 12
poggycore ban license:1a2b3c perm cheat Speed hack       # a player who already left
poggycore baninfo                                        # every active ban
poggycore unban 41 Appeal accepted                       # ban id 41, with a reason

Lengths are 30m, 2h, 7d, 1w or perm. Lifting a ban keeps it on record, marked as lifted, so you can see a player's history later. Bans can also be made from /poggy → Poggy Core → Bans, or from Poggy Tickets (Free)'s staff panel, where every ban needs a reason; handling reports and tickets covers that side.

The connect check fails open. It reads from memory, and if anything goes wrong (an error, a database it cannot read) nobody is refused and the console prints one line saying why. A ban system that breaks should never lock out your whole player base on a Friday night.

The shared ban network

A cheater banned on one server usually moves to the next. The Poggy ban network lets servers running poggy_core share that knowledge without sharing anyone's personal data.

What is shared, and what is not

Only bans a server marks with cheat are shared; rule-break bans stay on your server. Even then, the network receives one-way hashes of the player's identifiers, never a name, a reason, an IP or a raw identifier. The raw identifiers stay in your own database. The public list is a hash and a count, with no server names.

How a player gets blocked

  • Each server that bans a player for cheating is one vote.
  • At three or more votes, the player is refused on every server that enforces the network.
  • At one or two votes, they are let in, and your staff are told when they join.
  • A server's votes only count once its key is 14 days old and it is sending heartbeats, and it is suspended automatically if it bans far more players than its size explains (more than 15 cheat bans in a day, or more than 3 per 10 players online).
  • Lifting a ban takes its vote back. Votes expire after 12 months, and a timed cheat ban withdraws its vote when it runs out.

So no single server, however angry, can shut a player out of the network alone.

Turning it on, or off

It is on by default from poggy_core 0.20.0: the server registers itself, with nothing to sign up for. Both halves can be switched off separately in /poggy → Poggy Core → Bans: enforce (refuse blocked players) and submit (share your cheat bans). If you trust a player the network has blocked, poggycore banallow <identifier> <reason> lets that one player into your server, and counts as a vote against the block. poggycore bannet shows the network's status.

You can set a server name and an appeal link, or hide your name entirely, in the same place.

Appeals

A player refused by the network is sent to poggy.app/appeal. They sign in with their Cfx.re account and see how many votes they have and which servers banned them, with each server's appeal link (or "a server that prefers not to be named"). Nobody can look up anyone else. Poggy does not judge appeals; each server decides its own, and a lifted ban comes off the count, usually within fifteen minutes.

A ban policy checklist

  1. Ban accounts, never characters, and never by IP.
  2. Mark a ban cheat only for cheating: injectors, speed hacks, spawned money. A rules argument is not cheating, and the network is only useful while that stays true.
  3. Write the reason every time. The next staff member reads it, not the player.
  4. Give every ban a length unless it is cheating or a repeat.
  5. Publish how to appeal, and answer appeals.

Questions this guide answers

Should I ban RedM players by IP address?

No. Home IP addresses change, and many players share one: a household, a university, a mobile network. An IP ban catches innocent people and misses the person who restarts their router. Poggy Core never uses the IP.

What does the Poggy ban network share?

Only one-way hashes of a banned player's identifiers, and only for bans a server marks as cheating. No name, reason, IP address or raw identifier ever leaves your server.

Can one server ban a player from every server on the network?

No. A player is refused everywhere only when three or more separate servers have banned them for cheating, and a server's votes count only once its key is 14 days old and it is sending heartbeats. A server that bans too many players too fast is suspended automatically.

What if the ban check breaks?

It fails open: if the ban list cannot be read, nobody is refused and the console says why. A broken ban system should never lock your players out.

Scripts mentioned in this guide

Whole store →
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
Poggy Tickets — Free RedM Ticket and Report Script
Free RedM Ticket and Report Script

Poggy Tickets

A free RedM ticket system: players ask for help with one key, staff claim tickets in a live panel with roles you define, and warn, kick and ban work with or without a ticket. Each ticket is one Discord post, edited as it moves.

PriceFree

How to Set Up Law Enforcement on a RedM Server

Crime alerts and witnesses, on-duty status and counts, badges, evidence lockers, crime scene text, jail and bounties, and how much law your player count needs.

Read the guide →

How to Install a RedM Script

Download, resources folder, SQL, start order, config and the escrow licence check. Then the five common errors.

Read the guide →

Free RedM Scripts Worth Installing

Eight free scripts, what each one does, what it needs, and what it does not do.

Read the guide →

How to Back Up a RedM Server

The database, resources, configs, licence files and txData. How to automate it, and how to test the restore.

Read the guide →

RedM Script Subscriptions vs Buying Outright

The break-even maths with live prices, what cancelling does, how updates and licences work, and when each one wins.

Read the guide →

How to Choose a RedM Script: Checks Before You Buy

Framework claims, performance, open config, versions, support and video. Ten checks, and the red flags that should end the sale.

Read the guide →

How to Add Items to a RedM Server

Where each framework keeps its item list and icons, how to add an item to each, and the mistakes that break scripts.

Read the guide →

RedM /me and /do Commands: Roleplay Tools Guide

Writing a good /me and /do, overhead text or chat, scene text, status labels, skillchecks instead of dice, animations, and keeping it all clean.

Read the guide →

RedM Server Event Ideas and How to Run Them

Eight events that bring players back, how to run each, when to schedule and announce them, prizes that keep the economy intact, and a checklist.

Read the guide →

RedM Admin Tools: Moderating a Roleplay Server

txAdmin, ACE permissions, framework admin menus, admin blips, reports and evidence, staff ranks, and a moderation checklist.

Read the guide →

Best RedM Scripts for a New Server

Economy, law, activities, roleplay tools and admin utilities. What to run, what it costs, and where the free options are.

Read the guide →

VORP vs RSG Core vs QBCore for RedM

Script availability, structure and inventory for each framework, and what "runs on VORP, RSG and QBCore" actually means.

Read the guide →

How to Update RedM Scripts Without Breaking Your Config

The manual routine that keeps your config safe, and the automatic route that removes the routine.

Read the guide →

RedM Server Economy: How to Balance Money, Jobs and Shops

Sources, sinks, player shops, auctions, jobs and a stipend. The model, the starting numbers and the scripts.

Read the guide →

How to Set Up Jobs on a RedM Server

Job names and grades, duty, several jobs per character, badges, and making every script agree.

Read the guide →

Cfx Escrow Explained for RedM Server Owners

Which files are encrypted, what you can still change, the licence file, and the error everyone hits once.

Read the guide →

RedM Server Performance: How to Reduce Lag

Measure first, then the usual causes: hot client loops, dead entities, unindexed queries and NPC systems tuned too high.

Read the guide →

Using Poggy Core in Your Own RedM Scripts

The free framework layer under your own resources: install, first script, menus, storage, jobs, standalone mode, diagnostics.

Read the guide →

How to Run a Player Economy on a RedM Server

Player-owned shops, auctions, taxes, moving prices and the weekly checks that keep a live economy healthy.

Read the guide →

How to Set Up Crafting on a RedM Server

Recipe chains, benches and campfires, job locks, skillchecks, telling players where ingredients come from, and pricing it all.

Read the guide →

How to Set Up Fishing on a RedM Server

What makes fishing worth playing, installing it, bait and seasons, tuning the difficulty, and pricing the catch.

Read the guide →

How to Make a RedM Server

Server artifacts, txAdmin, the licence key, server.cfg, the database, a framework, ports, admins, backups and a launch checklist.

Read the guide →

RedM Animations: Dictionaries, Scenarios, Emotes

Dictionaries, clips and scenarios, playing one from Lua, props on bones, multi-step scenes, syncing, cleanup and emotes players use.

Read the guide →

How to Handle Player Reports and Tickets on a RedM Server

Tickets in game instead of in Discord DMs: roles, replies, internal notes, the warn-kick-ban ladder and Discord posts.

Read the guide →

How to Set Up Player Storage on a RedM Server

Chests players place and share, job storages, prices and upgrades, and the per-framework stash rules that lose items when ignored.

Read the guide →

RedM Minigames: Chess, Checkers and Games Players Return To

Board games at saloon tables: rules, an AI opponent, wagers held safely, Elo ratings and where to place tables so people sit down.

Read the guide →

How to Add Emotes to a RedM Server

An emote menu players actually use: search, favourites, preview, nearby chairs and railings, custom emotes with props, and what to hide.

Read the guide →
Join the Discord Discord