Strength In Numbers changelog
1.1.1 — 2026-11-12
Section titled “1.1.1 — 2026-11-12”- The bug-report link in Mod Menu and the Forge Mods screen now opens the GitHub issue tracker (https://github.com/KillenCraft/issues) instead of Discord.
1.1.0 — 2026-11-08
Section titled “1.1.0 — 2026-11-08”Native on Fabric and Forge
Section titled “Native on Fabric and Forge”- One jar for Fabric and Forge, Minecraft 1.20 and 1.20.1. On Forge it runs natively: Sinytra Connector and Forgified Fabric API are no longer needed.
- On Forge, the settings screen opens from the Mods screen (Strength In Numbers → Config). On Fabric it stays in Mod Menu.
- On Forge too, the game refuses to start next to HerdsPanic, Herd Mentality, Herd Instinct, Herd Hysteria, or Animals herding, as it already did on Fabric.
Requires Stope 2.0.1
Section titled “Requires Stope 2.0.1”- Strength In Numbers now requires Stope 2.0.1 or newer (below 3.0.0): install Stope’s file for your loader. On Forge, Minecraft 1.20 runs on Forge 46.0.14 and 1.20.1 on Forge 47.
Settings and herds
Section titled “Settings and herds”- Your settings file keeps working as it is. A setting with the wrong kind of value (for
example
"updateInterval": "fast") now resets only that setting, with a warning that names it; the rest of the file still applies. Before, the whole file fell back to the defaults. - Settings missing from
strengthinnumbers.jsonare added to it with their default values. Warnings about the settings file name the file and say what each setting accepts. - An animal carrying a player in any seat (such as a camel’s back seat) now counts as kept and stays out of herds. Before, only the rider in control counted.
- Rule files in
config/strengthinnumbers/rules/are read in the exact character order of their names, capital letters first (Zebra.jsonbeforeapple.json), the same on every system. The file whose name sorts later still wins.
Strength In Numbers 1.0.0
Section titled “Strength In Numbers 1.0.0”First release, for Minecraft 1.20.1 on Fabric. Requires Stope 1.2.0 or later (which requires Fabric API).
- Mobs of a kind form herds. Each species reacts in its own way when a member is hurt:
- Cows and mooshrooms stampede together; horses, donkeys, and mules stampede, and freeze then bolt when they spot a wolf.
- Pigs, rabbits, foxes, turtles, striders, and camels flee; chickens scatter every which way and some flap into the air; sheep huddle, then flee.
- Llamas, goats, polar bears, and pandas defend the herd.
- Zombies, husks, zombie villagers, and wither skeletons in packs of three or more join one another’s attacks and close in from several sides; skeletons and strays hold fire while a herd mate is in the way; spiders and cave spiders gang up; witches join one another’s attacks. Zombie, skeleton, and wither skeleton packs that lose half their members fall back, then return.
- Animals that wander off drift back to their herd; horses, camels, and llamas follow a leader.
- Farm animals you keep are left alone: leashed, name-tagged, tamed, saddled, ridden, and player-bred animals never join a herd.
- On Peaceful, no herd reaction makes a mob target a player.
- Everything is data-driven: herd rules in data packs or
config/strengthinnumbers/rules/, with a player guide written toconfig/strengthinnumbers/RULES.md. - Settings in
config/strengthinnumbers/strengthinnumbers.json, or on a Mod Menu screen in single player that applies without a restart: herds on or off, how often mobs check their herd, debug logging, and a switch for every reaction. - Server-side: clients do not need the mod.
- Will not start alongside HerdsPanic, Herd Mentality, Herd Instinct, Herd Hysteria, or Animals herding, which change the same behavior.