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Ethical Kidnapping & Ransom - Prison Mod

Kidnapping and prison-building, ethically. Down players or villagers without killing them, drag them home on a lead, and lock them in cells you build, with patrolling guards, real escape attempts, and ransoms.

File Details

kidnapransom-neoforge-1.0.3.jar

  • B
  • Jun 17, 2026
  • 144.35 KB
  • 20
  • 1.21.1
  • NeoForge

File Name

kidnapransom-neoforge-1.0.3.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ethical-kidnapping-ransom-1576437:8263834"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

ETHICAL KIDNAPPING 1.0.3 - CHANGELOG
====================================

ESCAPE AND CLAIMED LAND (MineColonies, FTB Chunks, etc.)
- Fixed the big one: prisoners can now actually break, place, and interact on
  claimed land. A NeoForge event quirk meant our claim overrides were being
  skipped entirely once another mod cancelled the action, so blocks would
  "break" on your screen and snap right back. They now break for real.
- Prisoners can dig out of a cell built inside a colony claim, place blocks to
  pillar up and scale walls, pick up items tossed into the cell, and fight back
  against guards and their captor.
- Muted the "you don't have permission" chat spam a prisoner used to get
  hammered with.
- Removed the levitation/floating a colony would hit a prisoner with.
- Escape line: if the cell sits inside a colony, the colony border is the escape
  line (fairer than a flat distance, since colonies vary wildly in size).
  Outside a colony it uses the configurable escape distance (default large).
- Stepping one block out of the cell no longer counts as an escape. Escapes are
  silent (no warden warning), so a breakout keeps its head start.
- Thick walls: mining into a solid wall grows the cell instead of instantly
  breaching, and pauses at open air so a warden can patch the hole.
- Mining Fatigue on prisoners lowered to level I and made configurable.

GUARDS
- Hundred Years War soldier guards now spawn with their scroll's tier gear
  instead of bare-handed.
- Guards chase and FIGHT escapees. The killing blow teleports the escapee back
  to their cell instead of killing them.
- Guards no longer attack iron-golem guards, villagers being dragged in, or
  villagers escaping.
- Guards are uncommandable in freecam, F4, and RTS modes.
- Guards move at a sensible pace (invisible Swiftness).
- Smoother patrol: guards walk a steady beat around the cell perimeter instead
  of twitching, the patrol survives a world reload, and they no longer get
  yanked back to post mid-chase.
- After a recapture, guards walk back to their posts. They only teleport when
  genuinely walled inside the cell with the prisoner.
- "Jailor" renamed to "Warden"; fixed the warden add-list (names add and show,
  no duplicates, "already a warden" message).

CAPTURE, DRAGGING, AND OFFLINE PLAYERS
- Jump-reel: spam-jumping while dragging a captive reels them in hard, so they
  can't be left behind.
- A downed or captive victim no longer dies to stray mobs, arrows, fire, or fall
  damage. Only a player's finishing blow or the bleed-out timer can drop them.
- If a player logs out while being dragged, a crawling stand-in of them stays on
  your lead so you keep hauling their body. Drag it into the cell and lock them
  in at the terminal. They drop into the cell as a real prisoner the moment they
  log back in.
- A skin-wearing stand-in now stands in any cell whose prisoner is offline, so
  wardens can see who is jailed at a glance. It is replaced by the real player
  on login. (Skins resolve on online-mode servers; offline/LAN worlds fall back
  to default skins.)
- Ransom paid while a prisoner is offline now lands: they are sent home to a safe
  spot near their capture site and freed on their next login.
- Captors are alerted when a captive logs out, and see a "still dragging X"
  reminder while holding an offline captive.

PRISON AND TERMINAL
- The terminal now works as a crafting bench for prisoners (fashion escape tools
  from scavenged materials), and no longer closes after a split second.
- Scavenging: breaking a block in a cell has a configurable chance to drop
  planks, sticks, or logs, with action-bar feedback either way. The terminal
  itself is unbreakable.
- Auto-feed: food dropped into a cell is pulled into the terminal and fed to the
  prisoner over time, scaled to food quality, so they cannot starve themselves
  and wardens needn't risk hand-feeding.
- Executing a non-escaping prisoner is a real death. Their confiscated items are
  neatly stashed in a chest spawned inside the cell by default (configurable to
  return on respawn instead).
- Ethical requirement: a cell now needs a bed to be registered. Smashing the bed
  afterward (for an escape) does not un-register the cell; the bed is only the
  price of admission.

NEW CONFIG OPTIONS
- escapeDistance, prisonerCanMine, prisonerBypassClaims, escapeMaterialChance,
  prisonerMiningFatigue, autoFeedPrisoners, executeItemsToChest.

FIXES
- Fixed a crash opening the terminal on an unconfigured dungeon.
- Fixed a ransom-item parse crash (falls back to emerald on a bad id).
- Hardened offline edge cases (cell removed while a prisoner is away no longer
  soft-locks them).