Quote from: kaywhyn on March 10, 2026, 07:55:00 AMThanks for reporting!I checked the original level in the editor and the problem here is that the right exit is just 1 pixel too high for the Lemmings. It's due to the fact that the trigger for the right exit lies completely on and above the terrain, as indicated when you turn CPM and triggers on in the level editor.
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The general rule for triggers for SuperLemmini and the Lemmini forks is that traps/exits work as long as you bury at least one row of pixels of the trigger (the pink box when you turn on triggers in the editor) into the terrain.
Quote from: hrb264 on March 09, 2026, 10:23:06 PMHey I've just downloaded this, and unfortunately on Friendly 4 'dig a little deeper', the right exit seems to be unreachable by the lemmings even when I dig down in front of itI used your replay and unfortunately it only saved half of the lemmings with the right exit not being saved at all
I've just made a slight change and it seemed to fix the problem, attached is the adjusted level. I've also attached the original and the original replay from the replays folder, which had the same issue with the exit on the right.
I just needed to resolve Calm 6, Calm 10, and Tense 4. Calm 10 and Tense 4 are pretty much the same solutions as before, while Calm 6 is different from my initial solution.



Quote from: Simon on March 09, 2026, 07:53:10 PMIdea: In insert mode, whenever you hover over a lemming, show the number of future assignments that will be cut if we click.
Quote from: hrb264 on March 09, 2026, 10:23:06 PMI've just made a slight change and it seemed to fix the problem, attached is the adjusted level.