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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-1.1.2.jar

  • R
  • Jun 18, 2026
  • 177.24 KB
  • 50
  • 1.21.1
  • NeoForge

File Name

kidnapransom-neoforge-1.1.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ethical-kidnapping-ransom-1576437:8272580"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Ethical Kidnapping 1.1.2

A guard-count fix: prisons no longer pile up extra guards over time.

Guards:
- Fixed a bug where a prison could end up with more than its set number of guards (and more than the cap of 5) after the cell's chunk had been unloaded and reloaded, such as logging out and back in or walking away and returning. While the cell was unloaded the mod could lose track of the saved guards, count them as gone, and raise a fresh batch; when the chunk loaded again the original guards came back alongside the new ones, and the surplus stacked up on every reload.
- A prison's guards are now left completely alone while their cell's chunk is unloaded, so they are never miscounted or wrongly replaced.
- Worlds that already grew too many guards are repaired automatically: when a guarded cell loads, the mod reclaims any of its own guards it had lost track of and retires the surplus back down to the cell's limit. Guards belonging to a neighbouring prison, and any guard out chasing an escapee, are left untouched.