Mod
Ethical Kidnapping & Ransom - Prison Mod
No reviews yet
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.
Community voices
Reviews
Click once to include, again to exclude, again to clear
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
Ethical Kidnapping & Ransom - Prison Mod
Source & full guide: github.com/teamdemivfxfish-dev/ethical-kidnapping-wiki
Subdue, don't slaughter. Ethical Kidnapping turns a kill into a capture. Drop a player or villager into a bleeding-out crawl, drag them home on a lead while they fight you the whole way, and lock them in a cell you built by hand, with patrolling guards, real escape attempts, and a ransom on their head.
No hard dependencies. Built for SMP servers, factions, and modpacks where a fight should end in leverage, not a respawn screen. Plays nicely with MineColonies, real server economies, and your faction wars, and doubles as the roomiest, safest villager housing in the game.
Capture, Don't Kill
Enchant a weapon with Non-Lethal (or flip one config switch to make every weapon non-lethal). The blow that would have killed the target instead downs them into a bleeding-out crawl. No corpse, no respawn, no dropped gear.
- Works on players and villagers alike
- A downed victim glows, is slowed, and can only crawl at half a heart
- Allies can revive a downed friend by holding right-click, or a second hit finishes the job
- Bleed-out runs on a timer: rescue them, claim them, or lose them
Drag Them Home
Right-click a downed target with a Lead and haul them back to base, a custom rope for players, a vanilla leash for villagers. Captives are not cargo; they resist you every step, which turns the trip home into a genuine tug-of-war.
- Captives hold right-click to struggle; a live ESCAPE meter and a STRAIN meter show every heave
- The captor can fasten the lead to set that progress back, but each fasten frays the rope until it SNAPS
- Dragging slows the captor, and a loose lead means a quiet escape can go unnoticed
- No jumping, no ladders, no hopping into a boat; a held captive stays held
- Rage-log mid-drag and a stand-in stays on your lead, dropping into the cell the moment they return
Build the Prison
Craft a Prison Terminal (a single Lead ringed by 8 Iron Bars), seal a room, drop a bed inside, and register your cell. Glass, bars, doors, and trapdoors all count as walls, so a feeding hatch or a display window will not break the seal.
- Set the ransom price and how many prisoners the cell holds
- Build the prison you want: a glass-walled display cell or a buried bunker
- Doubles as honest "ethical villager housing", a genuine walk-in room, no harm done
- Prisoners cannot set their spawn at the cell bed
Post the Guards
Stock the terminal with iron and carved pumpkins and it raises Iron Golem wardens that actually understand the cell.
- 4 Iron Blocks + 1 Carved Pumpkin per golem; auto-respawn from stock, or hit "Spawn now"
- Set a Stationed Guards count and the cell keeps that many posted at all times
- Smart posting: sentries stand at the weak points (door, feeding chute, barred window, thinnest wall, exposed roof), face outward, and rotate posts like a real patrol
- The moment a prisoner breaches, guards chase, subdue, and drag them back, healed and re-imprisoned
- Running Hundred Years War? Feed soldier scrolls to post HYW troops as wardens instead
Real Escape Attempts
No cell is truly inescapable (unless you want it to be). Prisoners chip at the walls with bare hands and crude tools under heavy Mining Fatigue, scavenging scraps as they go, but every exit is covered.
- Tunnel into a thick wall and the cell simply grows to swallow it; break through to open air and the chase begins
- Teleport-proof: ender pearls, chorus fruit,
/tp, and warp mods all fizzle for a prisoner, and they cannot ride out on boats, minecarts, or horses - Escape line is the colony border (inside a MineColonies claim) or a flat distance you set
- Freed players get a few seconds of trap-protection so they aren't instantly re-downed
- One config switch makes a truly inescapable cell when you would rather not deal with tunnels
Name Your Price
Press K to open the prisoner and ransom tabs. Anyone can pay a captive's ransom in an item or in real server money, and the captor gets paid even while offline.
- Pick the currency with one config key: an item, SDM Economy, or Lightman's Currency
- Paying teleports the prisoner home with their gear intact
- Offline captives are freed on next login; nobody is stuck forever
- Balance-checked both ways: never freed for free, and an offline captor still collects
Built for Servers
Designed for live multiplayer, not a single-player gimmick, and the annoying loopholes are already closed.
- Anti-grief: a prison cannot tunnel into a MineColonies colony it does not belong to
- Rage-log protection: logging off mid-capture will not save you
- Post-release immunity stops spawn-camping the freshly freed
- Confiscation covers modded accessory slots too; no sneaking a spellbook into the cell
Controls & Crafting
| Do this | How |
|---|---|
| Down a target instead of killing | Hit with a Non-Lethal weapon (or set globalNonLethal=true) |
| Revive a downed ally | Hold right-click on the body with an empty hand |
| Finish a downed target | A second hit |
| Shackle and drag a captive | Right-click a downed target with a Lead |
| Struggle free (captive) | Hold right-click to build escape progress |
| Fasten the lead (captor) | Right-click the air while dragging; frays the rope |
| Release a captive | Two right-clicks with the Lead, to confirm |
| Register a cell | Right-click the Prison Terminal once |
| Open terminal settings | Right-click the registered terminal again |
| Open prisoner and ransom tabs | Press K |
| Craft a Prison Terminal | 1 Lead ringed by 8 Iron Bars |
| Raise a guard | 4 Iron Blocks + 1 Carved Pumpkin in the terminal |
Requirements & Compatibility
Ethical Kidnapping has no hard dependencies and works standalone. Everything below is optional and detected at runtime.
| Mod | What it adds |
|---|---|
| MineColonies | Colony-aware escape lines and an anti-tunnel safeguard |
| Hundred Years War | Post HYW soldiers as wardens; they treat your army as allies |
| SDM Economy | Pay ransoms in SDM currency |
| Lightman's Currency | Pay ransoms in coins; offline captors paid into their bank |
| FTB Chunks and other claim mods | Respected; a cell on claimed land is still escapable |
| Any mob | Can be set as the guard entity via config |
The mod is driven entirely by items and blocks and ships no player-facing commands. Deep tuning lives in config/kidnapransom-common.toml.
Supported Versions
Built for Minecraft 1.16.5, 1.18.2, 1.19.2, 1.20.1 and 1.21.1, on both Forge and NeoForge.
Make them pay.
Part of The Warborn Realm, by barunn
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources