Global bans

The network-wide ban list: what it blocks, where the switch lives, how to let one specific network-banned player back in, and what turning it off costs you.

A global ban is a ban that applies across the Raven network rather than to one server. Raven staff issue them and Raven staff remove them. No server owner and no server admin can create one, and nobody can create one by accident. Your own server decides one thing: whether to honour them.

What a global ban blocks

When a player connects, the cloud runs one check. It looks at your own ban list first. If nothing on your list matches and global bans are on for this server, it then looks at the network list. A match there cancels the connection with the same rejection screen a normal ban uses, with three differences the player can see:

  • A red Global badge next to the title.
  • Raven Network as the issuer, rather than one of your admins.
  • A ban id that starts with global-ban- rather than ban-.

A globally banned player never reaches your Bans List, because the ban is not yours. They also show up in Lookup as Globally banned with a trust score forced to zero.

Where the switch lives

Open Main Settings for the server. Where the Global Bans card sits depends on the resource version:

  • On resource 1.7.3 and newer it is the first card inside Connection Filters, alongside the VPN, name, country and Discord filters, because they all run at the same moment in the connection.
  • Below 1.7.3 it is a standalone Global Bans card at the top of Main Settings, next to Auto-Installation.

It is the same setting in both places. Changing it needs the settings edit permission, and it rides the Save Changes bar like everything else on the page, so nothing happens until you save.

Global bans are on by default for every server. That is deliberate: a new server is protected by everything the network already knows without anyone having to find this switch.

Letting one specific player in

The whitelist is the escape hatch. It is a list of global ban ids that this one server ignores. Every other ban on the network list stays enforced. Use it when you know the person, you have looked at the case, and you are willing to have them on your server anyway.

Getting the id

Ask the player for the rejection screen

The screen they saw when they were turned away carries the id on its Ban ID line, below the red Global badge that sits beside the title. A screenshot of it is all you need.

Check the id shape

A global ban id looks like this, and it always starts with the same prefix:

text
global-ban-1781927244416-skxql0y

An id starting with ban- is one of your own bans, which belongs on the Bans List instead and will do nothing here.

Add it to the whitelist

With the Global Bans card turned on, the field under it is Whitelisted global ban IDs. On resource 1.7.3 and newer it is a tag field: type or paste the id and press Enter or comma, and each entry becomes a chip with an x to remove it. Pasting several at once splits on commas, semicolons, tabs and new lines. Below 1.7.3 the field is a plain list with no add button: type or paste into it and press Enter, and each entry gets an x of its own.

Save

Press Save Changes. Ids are trimmed, lower-cased and de-duplicated on the way in, so casing and a stray space will not stop a match.

The whitelist field only appears while the Global Bans card is switched on. With the card off there is nothing to make an exception to.

What still happens for a whitelisted ban

A whitelisted player is let in, but the network record is still kept current. If they connect with identifiers or hardware ids the network ban had not seen before, those are merged onto it. Your exception is about who gets through your door, not about erasing what the network knows. If Raven staff later remove that global ban outright, your whitelist entry becomes a harmless leftover.

Turning the whole thing off

Switching the Global Bans card off means only your own ban list is enforced. Nothing else changes, and your detections keep running exactly as before. What you give up is everything the network has already caught:

  • Cheaters banned on other Raven servers for severe abuse can connect to yours until one of your own detections catches them, which for a careful cheater may be never.
  • Someone who was globally banned specifically for evading bans arrives with a clean slate on your server.
  • You lose it for everyone, permanently, rather than for one case. If your reason is one player, the whitelist above is the tool that costs you nothing.

The honest case for turning it off is that you want full control over who is refused and you are willing to do that work yourself. If you turn it off because of one bad case, put the id in the whitelist instead and leave the rest of the network list working.

Editing it in the JSON

Both values also appear in the JSON editor as a GlobalBans section, so nothing set from the panel is invisible there:

json
"GlobalBans": {
    "Enable": true,
    "Whitelist": ["global-ban-1781927244416-skxql0y"]
}

That section is a view of the two values, not a second copy. On save it folds straight back into them and is not stored inside the config, so the panel and the JSON can never drift apart. It is also never sent to your FiveM resource. The whole check runs on the Raven cloud, which is why turning it on or off takes effect on the next connection without restarting anything.

A missing or mistyped Enable is ignored rather than read as false, so a hand-edited config cannot quietly switch network bans off.

If you think a global ban is wrong

Whitelisting only affects your server. If you believe the ban itself is a mistake, or you want it lifted network-wide, that is a conversation with Raven staff in our Discord. Bring the global ban id. It is the only thing that identifies the case.