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
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.

