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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-1.1.0.jar

  • R
  • Jun 17, 2026
  • 173.59 KB
  • 17
  • 1.21.1
  • NeoForge

File Name

kidnapransom-neoforge-1.1.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ethical-kidnapping-ransom-1576437:8268130"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

ETHICAL KIDNAPPING 1.1.0 - CHANGELOG
====================================

First stable release. Everything from the 1.0.x line, stabilized and play-tested in
multiplayer, plus the new struggle mechanic and the fixes below.

NEW: STRUGGLE FREE
- A captive is no longer helpless on the lead. Hold right-click while being dragged
  to struggle, and you slowly build escape progress (your percentage is shown the
  whole time). Reach 100% and you wrench free and stand up - SILENTLY, with no
  notification to the captor and no immunity, so you slip away quietly but can be
  downed again at once if they catch you.
- The only tell the captor gets is the lead: every so often a struggle makes it
  creak audibly. That is their cue to FASTEN the lead, right-click the air while
  dragging to cut the captive's escape progress (on a cooldown). Fastening when the
  captive isn't struggling is wasted, and every fasten risks SNAPPING the lead,
  which drops the captive free, so you can't safely spam it.
- Hauling a captive now SLOWS the captor (the weight of dragging a body), whether
  or not the captive is struggling.
- Releasing a captive now takes TWO right-clicks (a confirm), so you can't free a
  prisoner by accident.
- On-screen prompts guide both sides: the captive always sees their escape % and
  "hold right-click to struggle", and the captor sees "right-click air to fasten /
  right-click twice to release."
- All of it is tunable in config (struggle chance, progress per success, leash
  sound chance, fasten cooldown/strength/break chance, drag slowness), and the whole
  mechanic can be turned off.

PRISONERS AND WARDENS
- You can now execute a prisoner who is OFFLINE. Their in-cell stand-in used to be
  invulnerable, so striking it did nothing. 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 clears,
  and the player dies the moment they next log in. Non-wardens can't touch it.

GUARDS
- Recaptured prisoners are no longer hunted forever. A guard can no longer target
  its own CAGED prisoner (one inside the cell and not mid-escape), which stops the
  re-aggro at the source for both iron golems (whose anger kept re-acquiring the
  target) and Hundred Years War soldiers (whose faction AI re-aggro'd through iron
  bars). No more staring or meleeing a prisoner who is already back in his cell. A
  guard left standing inside the cell at the moment of recapture is returned to its
  post. Escapees are still chased and dragged back exactly as before.

CAPTURE AND DRAGGING
- Fixed the offline-captive drag stand-in being stuck in place: it now follows the
  holder properly when dragged, and faces forward with a level pitch (it used to
  render as if swimming upward at the sky). It stands upright rather than crawling.
- The stand-in now wears the captured player's REAL skin, on both the dragged dummy
  and the one left in the cell. The skin is captured server-side while the player is
  online and carried across when an offline captive is jailed. (Online-mode worlds;
  offline/LAN worlds fall back to a default skin.)
- Fixed the drag stand-in spewing an endless stream of leads when pulled far.

RANSOM
- Fixed being able to over-pay a ransom. A prisoner who has already been ransomed
  (and is waiting to log in) or executed in absentia is removed from the ransom
  tabs, and a stale Pay click is refused with "that ransom has already been
  settled", so nobody pays twice.
- Paying the ransom for an offline prisoner now clears their cell stand-in
  immediately instead of leaving it sitting there after the money changed hands.

OTHER FIXES (from the 1.0.x stabilization)
- A prison can no longer be used to tunnel into a MineColonies colony it is not part
  of, while a cell inside its own colony still digs out normally.
- A freed player (ransom or escape) gets a few seconds of Resistance, Fire
  Resistance, and a heal so a rigged capture site can't instantly delete them.
- A prisoner can't set their respawn at the cell bed.
- Guards no longer grind into the cell wall, post at the cell's weak points, patrol
  on a cycle, and auto-respawn from stocked materials (with a "Spawn now" button).
- Scavenging no longer drops the smashed block, only the scavenge pool; default
  prisoner Mining Fatigue raised to II.
- The dragged captive's own view no longer flickers.