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Collusion detection

Catching the pattern where a staff member funnels spawned items to a friend's account instead of their own.

Argus v1.1.1Paper · Purpur · Folia-safe1.21 – 1.21.x

The oldest trick in staff abuse is not stealing for yourself. It is spawning items and handing them to an alt or a friend, so your own inventory stays clean and the economy damage looks like it came from a player.

Argus detects the hand-off itself.

How it works

When a monitored staff member drops an item, Argus remembers the dropped item entity. If another player picks up that specific entity within collusion.window-seconds, it is recorded as a hand-off from the staff member to that player.

After collusion.threshold hand-offs to the same accomplice inside the window, the collusion signal fires at 30 points.

plugins/Argus/config.yml
signals:  collusion:    threshold: 3    window-seconds: 30

Matching by item-entity UUID rather than by "someone picked something up nearby" is what keeps this usable. Two players standing in the same room clearing a farm do not generate matches; a directed drop-and-collect does.

What it catches

  • Spawning items in creative and dropping them for an alt account.
  • A staff member acting as a laundering step between the console and a player's inventory.
  • Repeat gifting to the same account that the giver has no in-game relationship with.

Combined with item_injection, the pattern reads clearly in the timeline: items appear from nothing, then leave to the same name every time.

What it deliberately does not catch

  • A single hand-off. Staff give players items for legitimate reasons all the time — event prizes, returning lost gear after a rollback.
  • Hand-offs spread across different players. Helping ten different players once is support work; helping one player ten times is a relationship worth looking at.
  • Trades through a chest or a shop plugin. Those are not item-entity pickups.

Tuning

SettingRaise it whenLower it when
thresholdYour staff routinely hand out items during events and you get noise.You want the first repeat pattern surfaced immediately.
window-secondsHand-offs on your server happen slowly (large builds, lag).You only care about deliberate rapid transfers.

On most servers the defaults (3 hand-offs, 30-second window) are the right starting point. If you run frequent giveaway events, raise threshold to 5 rather than disabling the signal.

Reading a collusion flag

The Why breakdown names the accomplice and lists each matched hand-off with its timestamp. The rewind timeline shows the surrounding actions — which is where you find out whether the items were spawned moments earlier or came out of the staff member's own stock.

Investigate before acting

A collusion flag is a strong signal, not a verdict. Check where the items came from first. A staff member returning a player's rolled-back inventory in three trips looks identical to abuse until you read the two minutes before it.

Relationship graph

A visual relationship graph inside the GUI — who hands off to whom, across the whole team — is on the roadmap rather than in the current release. Today the relationships are visible per member in the Why breakdown.