RedM roleplay analytics, queue to economy.

The resource reads server-thread time and hitch warnings, connection failures, jobs and roles, cash and gold supply, and store purchases.

See how long your queue gets, how the cash and gold economy moves, which roles are covered and when the server thread hitches.

Free for one server. No card needed.

Questions it answers for RedM servers

What the demo dashboard answers for this game.

How long is the queue, and who leaves it?

Queue length at peak and how many connections fail, by stage.

When is the server busiest?

Players online through the day and week, for events and restarts.

When does the server hitch?

Server-thread time and every hitch warning, with a Discord alert when it starts.

Is the economy balanced?

Cash and gold supply, and where money comes from and where it goes (sources in detail on RSG).

Are the roles covered?

Lawmen and every job online by hour, and what happens when one runs thin.

What sells?

Store revenue by package, matched to players when you set serverstats_id_type to fivem.

What ServerStats tracks on RedM servers

The same serverstats resource as FiveM, switched to RedM's metrics on its own. There's no client script.

Server health

  • Server hitches: gaps of more than 100 ms in the server loop, with their length
  • Peds, vehicles and objects
  • Resources started, host CPU and memory

Players and queue

  • Players, connect attempts and time waited to connect
  • Queue length, drops by category
  • Ping, sessions, D1, D7 and D30 retention

Characters and roles

  • Characters loaded, time spent on character select, new characters (VORP)
  • Players by job, lawmen on duty (the jobs are configurable)
  • Staff online by group (VORP)

Economy

  • Cash and gold supply among online characters
  • Money earned and spent by reason on RSG; VORP per-operation changes with the optional core bridge, or net changes every minute
  • Items gained, lost and used
  • Deaths, PvP kills, revives and respawns; bounties from your scripts through the SDK

No install yet? Basic mode reads /dynamic.json and /info.json over HTTP on port 30120. Check any RedM server with the free server status checker.

RedM gamemodes, payments and punishments

A dashboard shaped like your server, and a log of who paid whom.

Dashboards per gamemode

  • Serious RP (whitelisted)
  • Semi-serious / economy RP

We suggest the gamemode from the plugins we detect, and you confirm it. Anything else gets the general dashboard.

Logs and flags

Every payment, trade, shop sale and punishment in one log you can filter by player. Abuse flags point out large transfers, alt-account funnels, transfer rings and staff paying themselves.

What we listen to You pick the plugin for each area

Payments and money
RSG Core (cash, gold and blood money)VORP (balance changes every minute, no player-to-player payments)
Banking
rsg-banking
Jobs and paychecks
RSG CoreVORP
Punishments
VORP bans and warningstxAdmin

The number that matters: server hitches

100ms
A server-loop gap this long is a hitch
Measured by
The resource's Lua loop
Hitch
Over 100 ms
Recorded with
Its length
Per-resource CPU
Not measured

On RedM the resource runs a loop on the server thread that should come round every frame. When the gap between two rounds is more than 100 ms, the server thread was stuck: ServerStats records a hitch with its length, the same condition FXServer's own hitch warning describes.

Hitches next to players online and peds, vehicles and objects tell you whether the server is overloaded at peak or something spikes on a timer. To see which resource is responsible, record FXServer's profiler at those times; ServerStats doesn't split CPU per resource.

Queue length and connect wait sit on the same page, so you can see whether hitches are costing you players at the door.

One resource. About five minutes.

Works with

  • RedM (Cfx)
  • OneSync
  • VORP
  • RSG
  • Tebex
  • Connects out only. No ports to open on your server.
  • A one-time claim code, then the agent signs everything it sends with its own key. No reusable secret is stored on your server or ours.
  • Player IDs are keyed hashes in analytics. Player IP addresses are never sent to us.
server.cfg
# Put the serverstats resource in resources/, then:
set serverstats_claim "SS-XXXX-XXXX-XXXX"
ensure serverstats
# VORP and RSG are detected automatically.

RedM questions

Is it the same resource as FiveM?

Yes. RedM and FiveM share the Cfx platform, so one serverstats resource covers both. Run a FiveM and a RedM server under one account.

Which frameworks do you support?

VORP and RSG are detected automatically. Standalone servers get everything except framework-specific economy and role data.

How is the economy tracked on VORP?

VORP has no native money event. By default ServerStats samples online characters' cash, gold and rol every minute, so simultaneous gains and spending can cancel out. For per-operation changes, add the optional serverstats VORP bridge to vorp_core's server scripts; it observes server-side currency mutations and keeps the minute sample as a fallback. The bridge still cannot tell why a payment happened. RSG money changes include the framework's reason.

Can I track lawmen on duty?

Yes. Jobs listed in serverstats_law_jobs (sheriff, marshal, police, lawman and leo by default) are counted as lawmen on duty, hour by hour.

Do you store player identifiers or IPs?

Analytics use a keyed hash of each identifier. The original is kept encrypted with your account's key so you can look players up and moderate them. IPs never reach us.

Is it free?

Free covers one server with 24 hours of history, forever, with no card. Operator is $9.99 a month for 10 servers and 90 days of history, which you need for week-on-week trends and D7 or D30 retention. Yearly billing gives two months free.

Related games

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