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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-1.1.1.jar

  • R
  • Jun 17, 2026
  • 176.49 KB
  • 15
  • 1.21.1
  • NeoForge

File Name

kidnapransom-neoforge-1.1.1.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ethical-kidnapping-ransom-1576437:8268796"
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Ethical Kidnapping 1.1.1

A clarity-and-feedback pass on dragging captives: clearer meters, a visible lead-durability gauge, and a tidier, color-coded HUD that never spams your chat.

Struggle (the captive fighting free):
- The captive now sees TWO meters: an ESCAPE bar (real progress to freedom) and a STRAIN bar that fills as they hold right-click, building toward each "heave."
- Progress is now steady and guaranteed: every completed heave adds a fixed chunk of Escape, so the bar always climbs while you struggle. No more staring at a stuck 0%.
- Config retuned and renamed: struggleHeaveSeconds (seconds per heave, default 5) and struggleProgressPerHeave (percent per heave, default 12, roughly 40 seconds of unbroken struggling to break free). Old struggle keys are replaced and reset to the new defaults on first launch.

Lead durability (the captor's side):
- The lead now has a DURABILITY meter, shown on the captor's HUD to the left of the fasten controls, color-graded green > yellow > red as it wears.
- Fastening the lead frays it. A real fasten (cutting back a struggling captive) wears it a little; a FALSE fasten (yanking when they aren't struggling) wastes effort and frays it a lot more. At 0% the lead snaps and the captive drops free.
- This replaces the old random "chance to snap" with something you can see and manage, so spamming the fasten button now has a visible, predictable cost.
- New config: fastenLeadWearReal (default 12) and fastenLeadWearWasted (default 25). The old fastenBreakChance is removed.

HUD polish (all the text at the bottom of the screen):
- One consistent color language across the mod's on-screen prompts: green for progress/success, yellow for effort, red for danger, gold for labels and captor actions, aqua for a key to press, gray for hints. Meters share a clean ▰▱ bar style.
- Every per-screen line (struggle meters, lead gauge, prompts, timers, prison-break notices, revive progress) now renders strictly on the action bar via the dedicated action-bar packet, so it refreshes in place and can never pile up in chat with a "(xN)" repeat counter.