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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-1.0.5.jar

  • R
  • Jun 17, 2026
  • 167.62 KB
  • 16
  • 1.21.1
  • NeoForge

File Name

kidnapransom-neoforge-1.0.5.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ethical-kidnapping-ransom-1576437:8267497"
Curse Maven does not yet support mods that have disabled 3rd party sharing

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ETHICAL KIDNAPPING 1.0.5 - CHANGELOG
====================================

FIXES
- You can now execute a prisoner who is OFFLINE. Their in-cell stand-in was
  invulnerable, so striking it did nothing and the execution never landed. A warden
  (the captor, the cell owner, or a named warden) can now strike the stand-in to
  execute the prisoner in absentia: their confiscated kit is handled exactly as a
  normal execution (stashed in a cell chest, or set to return on respawn, per
  config), the stand-in is cleared, and the player dies the moment they next log in.
  Non-wardens still can't touch the stand-in.

- Recaptured prisoners are no longer hunted forever. After a prisoner was beaten
  back into their cell the guards kept attacking them: an angered iron golem
  re-acquired the target every tick, and Hundred Years War soldiers re-aggro a
  nearby non-ally through their own faction AI, even through iron bars. A guard can
  now simply never target its own CAGED prisoner (one who is inside the cell and not
  mid-escape), which stops the re-aggro at the source for both golems and HYW units,
  with no targeting through the bars and no twitching. Escapees are still chased and
  dragged back as before. A guard left standing inside the cell at the moment of
  recapture is also returned to its post.

- Fixed the offline-captive drag stand-in. On top of the earlier stuck-in-place
  fix, it no longer renders as if swimming upward: it now stands upright with a
  level pitch instead of being forced into the crawl/swim pose, which looked broken
  on a puppet that is dragged by position rather than real movement.

- Fixed the stand-in showing a default skin. It now wears the captured player's
  real skin: the skin is captured server-side while the player is online and synced
  to the dummy (online-mode worlds; offline/LAN worlds still fall back to default).

- Fixed being able to over-pay a ransom. A prisoner who has already been ransomed
  (and is just waiting to log in) or executed in absentia is now removed from the
  ransom tabs, and a stale Pay click is refused with "that ransom has already been
  settled", so nobody pays twice.