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#11
NeoLemmix Levels / Re: [NeoLemmix] Xmas Lemmings ...
Last post by kaywhyn - May 18, 2026, 03:39:29 PM
@Guigui

I checked by downloading the latest pack version of 1.3 and indeed it has the hatch over water. I did some investigating and have found that redownloading the ray_snow graphic set from the NL website works and fixes the problem. I've attached the style to this post. Just extract to the styles folder of your NL directory. Try this and see if it fixes the problem for you.

Ryemanni updated their ray_snow style in 2024 when they released RayLems Refurbished. If using the style from their pack download, then the hatch on Bonus 6 will be over water. The one that's from the NL website is an older version of the style that "fixes" the issue you're seeing on Bonus 6. Upon closer inspection, in their style update the hatch is smaller, while the one from the NL website the hatch is bigger, and furthermore the trigger coordinates of the entrance are different. They apparently never got around to submitting their style updates to namida for NL inclusion.

Also, that's not my replay in the link above, that's Swerdis' :P For comparison, I've attached a level image of the one you see in Swerdis' video you linked to. This is before Ryemanni's style update. See the difference in the hatch size and also the slightly different colors and shading? That's just cosmetic differences, so that isn't the problem. The issue is from the entrance being smaller in their style update and the entrance theme file configuration adjusted to account for it.

@Armani

See Guigui's post above regarding Bonus 6. Seems a level update is needed to fix the hatch being over water if using Ryemanni's style update from RayLems Refurbished!
#12
NeoLemmix Levels / Re: [NeoLemmix] Xmas Lemmings ...
Last post by Guigui - May 18, 2026, 02:46:01 PM
Oh, I found part of an answer by myself by checking kaywhyn's replay here. In his (old ?) version of the level, the hatch is not directly above the water :
https://www.youtube.com/watch?v=PprbPU4vCik&list=PLMDKeLmGYrY0VPSnfExjrjF4T73vaQkCf&index=6

I am using the link provided in the OP, the one named Xmas Lemmings 2021 V1.3, but get the level as shown in my previous picture with the hatch above the water. Am I doing something wrong ?
#13
NeoLemmix Levels / Re: [NeoLemmix] Xmas Lemmings ...
Last post by Guigui - May 18, 2026, 02:36:30 PM
Humm, Bonus 6 is a major major block to me, to the point I'm joining a picture of how the level looks on my NL player :
* lems fall directly into the water pond
* big gap to be filled with 2 builders, or 3 if I clone one of them
* fence in the big snow structure in the middle
* dig the vertical pillar amid the steel at the end

This looks quite hard to me considering I need to use maybe 1 builder and the cloner at the very beginning to just save them from the pond...

Replays from Ajpjm, kaywhyn, Ichotolot found on this thread do not work : they just show all lemmings falling directly into the water pond.

So yes, anyone can confirm my level is up to date and the same as you ?
#14
In Development / Re: Revenge of the Lemmings - ...
Last post by mobius - May 17, 2026, 04:51:38 PM
Illusive Paths is backrouted: given how difficult it was and how many times it took to fix this level already if we want to keep it I recommend instead using geoo's updated Lix version which looks totally different (known as Triangle inequality).

Fall guy backrouted: very simple fix
Spoiler
remove the bomber
; original replay should work.

and with that I'm finished watching Kaywhyn's playthrough. :)
#15
NeoLemmix Levels / Re: Scotty's Lemmings Pack (30...
Last post by Guigui - May 16, 2026, 07:33:11 PM
Good choice, I remember having the best time playing this classic pack.
Very well designed and not frustratingly hard.
#16
Lemmings Main / Re: What's your thoughts on th...
Last post by Luis - May 16, 2026, 07:07:00 PM
The slow walk speed is only noticeable if you were to try and beat levels, in under the original time limit. Take Mayhem 12 (The Far Side) for example. It has 6 minutes in the PSP and 4 minutes in the original. If you were to try and beat this level in under 4 minutes in the PSP, you're going to struggle a lot. Because PSP Lemmings don't walk as fast as the old Lemmings :lemming: does. The Far Side is one of the hardest levels in the PSP to beat in the original timer. It's possible and I have done it but very difficult. Most of the other levels can be cleared easily in the original timer.
#17
NeoLemmix Levels / Re: [NeoLemmix] Xmas Lemmings ...
Last post by Guigui - May 16, 2026, 07:03:14 PM
About one week playing the Bonus rank now, and I have cleared a single level : Bonus 3 Hod My Beer. This one was not very difficult in the sense that the main difficulty was to spare destructive skills, and trying almost all the possibilities lead to a solution.

As for the other levels, I'm getting beat quite fiercely by Armani on them ! All very hard, maybe up to the point of frustration. Not sure if I should continue trying or move to something else. I'll give my progress up to this point and see if this can me give new ideas as I write ...

Spoiler
Bonus 1 : So many difficult part in this level that I have no idea where to start :
*) compress to go the middle way with the crowd ? But I have no idea how to compress without loosing to many skills and lems, and I still have the issue of that bottom teleporter that will kill one more...
*) let the crowd use the upper teleporter ? Cannot do that either yet, getting there with the crowd uses a builder which I have to use elsewhere.
*) what about those pickups ? The top one is a builder, and I need to use a builder to get it, so nothing won here. Well actually I can win a climber in the process, but I dont know what to do with it...

Bonus 2. What I have to do is quite clear : forge a path for both the swimmer and sliders to reach the exit. I have decided that swimmers have to go right part, and sliders left part (maybe I'm wrong ?). But then my main difficulties are :
*) very beginning : I'd like to separate sliders and swimmers here but the only way I find to do this already uses 3 builders and 1 stacker. Too much for the rest of the level
*) avoid the splat on the right part with the swimmers. This uses so many builders that I am stuck after.
*) ending part where I have to turn the sliders around. Doable with a stacker, but then the swimmers cannot go to their own exit.

Bonus 4. Counting the gaps, I see that the skillset is one platformer short. So I need to set the stoner in the middle of the 2-platforms-long gap, and to clone the platformer here, great idea (hope I get it right).
I see where/how I have to set the stoner and how to reach it with a glider. But my issue is that to achieve this I need 2 swimmers, which means I need to use the cloner earlier, so no cloner left... Cannot overcome that.

Bonus 5. Does not seem so hard at first sight, but if I set the climber too early the I use too much ressources to avoid him dying at those climb=death part. I need that climber at both the beginning and at the end of the level, so no idea how to do that.
Also I cannot see how to use the bottom part of the level. Once I'm stuck in here, I have no idea how to get out since I have no destructive skill left...

Bonus 6. Not tried yet.

EDIT : I could clear Bonus 4 after all, was wrong about the 2 swimmers part. Funny how writing things sometimes allow you to realize they are incorrect.

EDIT : And I could also clear Bonus 5. Definitely not that hard, the bottom part has an important role indeed. I guess I was searching to overcomplicate this one after the previous ones ! So that makes me halfway through the rank, hope still lives. I'll give a shot to Bonus 6 see how it goes, then maybe return to 1 and 2...
#18
NeoLemmix Levels / Re: Scotty's Lemmings Pack (30...
Last post by Swerdis - May 16, 2026, 04:54:51 PM
Having completed Lemmings Plus III recently, I will give this pack a try - recommended by Kaywhyn :-) It's a short pack with 30 levels and only one rank. Here we go.

Spoiler
Scottylems

1 - Crying Over Spilt Lemmings

Nice level to start with. The Lemmings from the upper platform have to be caught with a bridge.

2 - Entanglement

This one is all about finding the correct way around the steel blocks. Since there is only one miner and digger each, this is not trivial - but no big problem as well.

3 - Square One

One-of-everything-level. A climber has to be isolated who paves the way for the crowd. Still an easy one.

4 - Fight Fire with Fire

Only one of the three hatches requires attention in the beginning. The solution is pretty straightforward, so this level is a bit time-consuming, but, again, fairly simple.

5 - Give the Lemming His Due

Another case of catching the crowd with a bridge. The time-limit is pretty tight here.

6 - Groundhog Day

The name says it all. It's again about isolating a climber who prepares the way for the rest. Still, not a bad level, albeit a very easy one.

7 - Lem Overboard!

A little step up in terms of difficulty. It's clear that those from the left side have to be saved from those from the right side. So the first Lemming from the right hatch has to hurry up a bit. The rest of the level was no problem although I had to watch out that the bridges don't run out.

8 - Swing for the Fences

Back to easy. Again, a climber must be brought into action who - in this case - constructs a long bridge the crowd can finally land on.

9 - The Acid Test

Actually no problem as well. However, I think the time-limit can be a critical factor here. Also, the bridges should not be wasted, there are not excessive amounts available.

10 - Sacrificial Lems

Nice puzzle. Two of the three climbers can not be saved, so the title makes sense. The time-limit is unnecessary here. But I like the crocodile on the left side.

11 - The Boardwalk

The best level so far and definitely a challenge. The obvious way is not possible since too many lose their lives in the traps.

12 - Down The Upside

I overcomplicated things here. Thought I had to block on the upper floor instead at the bottom. But this way, I only managed to save seven. Good level!

13 - Cream of the Crop

Very messy solution that does not look intended at all. Did not use any of the five bashers, so this must be a backroute.

14 - The Dugout

While not being overly difficult, I really like the concept of this level. Nice to see how the final Lems save those at the bottom of the pits.

15 - Stuck in a Rut

Not much of a problem here again. Trapping the levels at the bottom gives the pioneer enough time to complete the bridge.

16 - Lemmings on the High Ground

Not quite as easy as it looks, due to the absence of blockers and especially climbers.

17 - Trifecta

Very easy level. The only challenge might be bringing the climber over to the left side.

18 - Kessel Mineshaft

A lot of work to do here. I needed all the builders and miners here, so I think, this is how it's supposed to be.

19 - Out on a Lem

Good level. Took me a while to see that I had to use the basher's tunnel to turn around the other two climbers. I definitely overcomplicated this level before.

20 - Deus Ex Lemina

Looks harder than it is. Those between the steel blocks can and must all be made climbers. I saved the builder here.

21 - High Rise Lemmings

Nice turn here to save the final basher - the one that releases the blocker - through the other exit. Took me a bit to see this. 

All my solutions can be found here: https://www.youtube.com/@Swerdis
#19
Site Discussion / Re: CleanTalk causing issues f...
Last post by kaywhyn - May 16, 2026, 07:14:42 AM
Quote from: namida on May 16, 2026, 01:20:32 AMIt's not necesserially a case of "less than 5 posts = always needs approval".

If the user has 5 or more posts, their posts are approved. CleanTalk doesn't even get involved.

If they have less than 5, their post is checked by CleanTalk, which may still approve it. If not, it will usually flag it for mod review. I have seen occasions where it outright blocks the posts; these show up in a log that I can access. I can't "undo" the rejection but I can whitelist the author.

Ah, thanks for the explanation! :)
#20
Site Discussion / Re: CleanTalk causing issues f...
Last post by namida - May 16, 2026, 01:20:32 AM
It's not necesserially a case of "less than 5 posts = always needs approval".

If the user has 5 or more posts, their posts are approved. CleanTalk doesn't even get involved.

If they have less than 5, their post is checked by CleanTalk, which may still approve it. If not, it will usually flag it for mod review. I have seen occasions where it outright blocks the posts; these show up in a log that I can access. I can't "undo" the rejection but I can whitelist the author.