File Details
kidnapransom-neoforge-1.0.4.jar
- R
- Jun 17, 2026
- 164.73 KB
- 19
- 1.21.1
- NeoForge
File Name
kidnapransom-neoforge-1.0.4.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
ETHICAL KIDNAPPING 1.0.4 - CHANGELOG
====================================
GUARDS
- Fixed guards grinding into the cell wall. They were leashed to the cell's
interior, so their pathing constantly tried to walk inside and they ground
against the outer wall the whole time on duty. They now hold a post out beyond
the wall and pace there instead.
- SMART POSTING: the terminal scans the cell for its weak points and stations
guards at them instead of spacing them blindly. It looks for iron doors, doors,
trapdoor feeding chutes, iron bars, the thinnest wall (the likeliest dig-out),
and an open or accessible top. A guard stands beside a door or chute rather than
blocking it, facing outward like a posted sentry. Extra guards fan out evenly,
and with no weak points found it falls back to an even spread.
- PATROL CYCLE: idle guards rotate posts every couple of minutes to simulate a
relief/patrol cycle around the prison (configurable).
- Patrol standoff distance is now configurable.
- AUTO-RESPAWN: an armed terminal now raises replacement guards from materials
STOCKED in its compartment (iron blocks + a carved pumpkin, or an HYW soldier
scroll), up to its stationed count, without a manual re-feed. Keep it stocked and
losses are replaced on a timer. It is never free: no materials, no respawn.
- New "Spawn now" button in the terminal to top guards up from stock on demand.
- Hundred Years War soldier guards are now owned by the dungeon owner, so your own
HYW troops treat them as allies instead of attacking them, and they cannot be
marched off post in freecam.
PRISONERS AND ESCAPE
- Scavenging no longer hands a prisoner the block they broke. Smashing a wall with
bare hands and crude tools yields only what the scavenge pool gives (planks,
sticks, logs); the destroyed block itself drops nothing.
- Default Mining Fatigue on prisoners raised to level II, so digging out is a
slower grind by default (still configurable).
- Standing in the gap of a door, iron bars, or a trapdoor no longer false-flags a
prisoner as escaping. Those gaps sit on the wall shell, just outside the frozen
interior, which the old check misread as "outside".
- A prisoner can no longer set their respawn at the cell bed (the bed is only there
to register the cell), so killing yourself no longer respawns you in the prison.
- A player freed by ransom or escape now gets a few seconds of strong Resistance,
Fire Resistance, and a heal, so a captor who rigged the capture site (lava, a mob
pit) cannot instantly delete them as they reappear. Configurable.
ANTI-GRIEF
- A prison can no longer be used to tunnel into a MineColonies colony. Because the
claim bypass lets a prisoner break claimed blocks and the cell swallows them, a
prison built outside a colony could otherwise dig its way in. A prisoner is now
refused any break into a colony their prison is not part of (whether the cell is
growing across the border or they breached and tried to mine in from the side),
with a message. A cell that legitimately sits inside its own colony still digs
out normally, and unclaimed ground is always free.
FIXES
- Fixed paying the ransom for an OFFLINE prisoner leaving their stand-in sitting in
the cell after the money changed hands; the dummy is now cleared immediately and
they are still sent home and freed on their next login.
- Fixed the offline-captive drag stand-in being stuck in place (and staring at the
sky). It now follows the holder properly when dragged and faces forward.
- Fixed the drag stand-in spewing an endless stream of leads when pulled too far
(it was being vanilla-leashed, which drops a lead each time the leash breaks).
- Fixed the dragged captive's view flickering on their own screen. Your client
recomputes your pose to standing every tick, so the forced crawl pose, the camera
height, and the leash rope all strobed; the crawl pose is now re-asserted each
tick after that recompute, and the rope anchors to a fixed point on you.
NEW CONFIG OPTIONS
- guard.guardPatrolRadius - blocks beyond the cell wall an idle guard patrols
(default 6).
- guard.guardAutoRespawn - auto-raise replacements from stocked materials
(default on).
- guard.guardRespawnSeconds - seconds between auto-respawn top-ups (default 120).
- guard.guardCycleSeconds - seconds a guard holds a post before rotating
(default 120).
- escape.prisonerMiningFatigue - default raised from I to II.
- escape.blockTunnelIntoClaims - stop a prisoner breaking into a colony their
prison isn't part of (default on).
- ransom.releaseResistanceSeconds - seconds of trap-protection a freed player gets
(default 10).

