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NeoLemmix => Community Edition => Game Bugs & Suggestions => Topic started by: WillLem on July 14, 2026, 09:47:38 PM

Title: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: WillLem on July 14, 2026, 09:47:38 PM
The proposed 'Single Mode' has now been rejected in favour of allowing users to set Standard or Insert as their default mode.



NeoLemmix CE currently presents 2 different Replay 'Modes', detailed as follows.

Standard (Red 'R') Mode

• Clicking with the left mouse button anywhere whilst this replay mode is active will cancel the replay
• When the replay is cancelled, all future actions for all lemmings and all release rate changes are erased
• This mode is activated either by restarting the level, or rewinding to some point before the most recent action
• This is the standard mode

Insert (Blue 'R') Mode

• This mode allows actions to be 'inserted' into the replay on any frame that doesn't already contain an action
• Clicking in air does not cancel the replay
• Clicking a lemming does not cancel the replay, but an action can be assigned to that lemming if one is selected in the panel (and the lemming is action-eligible)
• This mode can only be cancelled by explicitly cancelling out of replay mode, either by using the user-configured hotkey (C by default), or by clicking the blue 'R' icon in the skill panel (NeoLemmix CE only)
• As per Standard Mode, when the replay is cancelled, all future actions for all lemmings and all release rate changes are erased
• This mode is activated via a user-configured hotkey only (O by default). That same hotkey will return the player to Standard Mode if Insert Mode is active

The main purpose of Insert Mode is to allow actions to be added to a replay without losing future replay data. It can also prevent data loss by accidental clicking, so is useful when navigating through a replay in general.

It is arguably the only worthwhile replay mode, then. As long as we provide the player with easy ways to cancel out of it (making the 'R' clickable is enough, but we could perhaps do even more), it renders the 'Standard' mode obsolete.

I suggest the following:

1) Get rid of Standard (Red 'R') Mode and replace it entirely with Insert Mode. We then just have 'Replay Mode', and we can decide on a set of behaviours.

2a) Add a 'click air to cancel replay' option so that users can choose whether they want to click air to cancel, or use the panel 'R' and/or a cancelling hotkey

or

2b) Use RMB to cancel when air is clicked rather than LMB. We may not need the option if we do this.

3) Tighten up the specifics of Replay Mode based on a single-mode model rather than maintaining 2 separate modes.

Thoughts?
Title: Re: [DISC] Make 'Replay Mode' a single-mode model in NeoLemmix CE
Post by: Simon on July 14, 2026, 10:16:22 PM
This is the follow-up design to the successfully implemented [✓][SUG][PL] Insert Mode: Same-Lemming-Overwrite (https://www.lemmingsforums.net/index.php?topic=7246).

Quote from: Simon on June 14, 2026, 07:19:29 PMSeveral times, I wanted to cut during insert mode by air click. Neither option allows cutting by air click. I had to exit insert mode and cut.

I conjecture that ultimate truth will be found in merging regular replay mode with insert mode.

Quote from: WillLem on June 14, 2026, 10:47:26 PMYou're probably right, but let's start a new topic for this.

Quote from: Simon on June 21, 2026, 10:26:38 PMIn my stream today [June 19th, 2026, about the Level of the Year 2025 nominations], again I wanted to be in insert mode by default. I imagine the following development progress.

  • I implement always-insert in Lix.
  • I playtest that on livestream with Nepsterlix, Clamlix, or Rubix's pack.
  • I'll summarize results. Maybe I'll have confused myself with always-insert.
  • I'll make a new topic about NL-CE.

Of course, other forumers are free to make a case for always-insert in CE before I finish my investigation in Lix. If you think that I'm on the right track, spearhead the discussion, I'll be happy. And if you think that I'm insane, make your case against it.

Quote from: WillLem on July 14, 2026, 09:25:16 PMWe can also consider simplifying Red and Blue replay modes to a single replay mode which behaves how most players would expect it to; if we do this, though, I'd want to make 'click air to cut replay' optional.

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode model in NeoLemmix CE
Post by: Simon on July 14, 2026, 10:20:48 PM
Existing implementation in NL-CE 1.1.2 is really three different modes, but only two are accessible during play, and you choose which two in the user options.


You can switch between the red R and blue R during play.

You must change your user options to switch between the currently possible behaviors of the blue R, i.e., to switch between blue-R-keep-everything and blue-R-cut-same-lemming.

None of the blue R modes allow different-lemming overwriting. You must ditch that explicitly from the replay editor. That's good, because NL doesn't allow (as a physics rule) two assignments to two different lemmings at the same physics update. This prevents accidental deletion of different lemmings' futures.

I'll write a response to your suggestions these days.

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode model in NeoLemmix CE
Post by: WillLem on July 21, 2026, 02:02:51 AM
Quote from: Simon on July 14, 2026, 10:20:48 PMYou must change your user options to switch between the currently possible behaviors of the blue R, i.e., to switch between blue-R-keep-everything and blue-R-cut-same-lemming.

Good shout. If we merge the replay modes, we can get rid of this option.

I look forward to your feedback!
Title: Re: [DISC] Make 'Replay Mode' a single-mode model in NeoLemmix CE
Post by: Simon on July 21, 2026, 07:09:14 AM
Little time, the hunches are:

The shift in design will be away from {different modes for different tasks} toward error prevention/recovery. E.g., you value how blue R cannot accidentally cut global future. Error prevention may be via modes again, or via undo, or via something.

{LMB into air to cut global future} is accident-prone and obscure. But RMB fixes neither of these problems, and it clashes with many RMB habits where click is no-op: priority invert, scrolling, ...

More when I have time.

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode model in NeoLemmix CE
Post by: Simon on July 22, 2026, 12:27:33 AM
One crossroads in the design is: Should cutting the global future be undoable?

You can decide against this for code complexity. Or for difficulty of making understandable UI for it. Or you can allow it, but undo has only depth 1, i.e., you have the most recent previous replay in memory for restoration. Or you can make a full undo-redo stack, either by storing full replays, or by storing the modifications.

Reason behind undo: Powerful actions with powerful undo is nicer than making it hard to reach the sharp knifes that you need all the time. But it remains hard to say how commonly the knife is needed.

UI concern: Undo is one extra button, and it's fundamentally different from rewind. Undo/redo would even be two extra buttons. Rewind is travelling along the 3rd dimension, replay editing is working in the 4th, and an undo stack will be the 5th. It feels only one level below the strength of git rebase.

* * *

If cutting the global future won't be undoable, then I sympathesize with your preference to guard against misclicking air.

I don't think moving the airclick to RMB is good. Reasons as yesterday: RMB airclick clashes with priority invert (where a lone RMB click/hold affects lemming filtering only), it clashes with scrolling (where a lone RMB click/hold does nothing), it's undiscoverable, and it's unconventional (in Lemmings; many other games have RMB canceling).

One idea is to still have two modes, switchable during play:


UI concern: Modes are hard to discover. Modes annoy the user when he doesn't understand them completely. Hard to make icons for these modes. I feel like colored Rs won't cut it; the symbol for no-cut mode would rather be struckthrough scissors.

Require something really explicit to cut the global future? Comes at cost of breaking consistency with many Lemmings games, with Lix, but the idea isn't entirely off the table. Hard to sell this to users who rarely insert, but who rewind often and already know not to LMB. The ice is thin.

* * *

Abstract background reading:
Preventing User Errors: Avoiding Unconscious Slips, 2015 (https://www.nngroup.com/articles/slips/)
Preventing User Errors: Avoiding Conscious Mistakes, 2015 (https://www.nngroup.com/articles/user-mistakes/)
Undo vs. Confirm, when to use what, 2025 (https://www.linkedin.com/pulse/ux-design-trends-how-modern-rethinking-error-ananya-sri-beevanapalli-gjofc)
Forgiveness Principle: Designing Undo, Confirmation, Error Recovery, 2026 (https://timgraf.com/ux-design/the-forgiveness-principle-in-ux-design-a-practical-framework-for-designing-undo-confirmation-and-error-recovery-patterns-users-can-trust/)

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: WillLem on July 22, 2026, 03:22:27 PM
I do like the idea of an Undo system. Save the current replay in memory when making a destructive change, allow user to revert if they make a mistake.

Discoverability is the issue. We often lose sight of the fact that this is, after all, a game. Yes, it's become a fairly powerful piece of replay editing software as well. Where do we draw the line?

The goal here is to simplify the replay feature, not make it more complex. A single mode, let the user choose whethor or not clicking air cancels the replay (by default, it shouldn't), keep it to LMB (I agree that RMB is a bit too obscure), maybe bring more attention to the 'Cancel Replay' hotkey somehow - make it a button and have done with it?

More input from other users would be good. People don't tend to speak up until it's already been implemented and there's a problem, so we might have to just make some calls and go with it.
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: Simon on July 22, 2026, 04:17:27 PM
All right, no undo for now, and the difference between the two surviving modes (airclick cuts global future vs. airclick does nothing) becomes a user option. There will be no mode toggling during play. Good riddance if it turns out well. You get to remove at least one hotkey (the mode toggling) and some iconography.

I think I like it.

Quoteclicking air cancels the replay (by default, it shouldn't)

No, I recommend that you keep the default that airclicks cut the global future.

Argument 1: Even though most users know about this, nobody has complained that it does too much damage in CE 1.1.2 or before. Replaying will become more powerful, but, at the same time, it becomes less destructive because assignments will cut only the assignee's future, not the global future.

Neutral observation: Inserting is advanced. Let's say 30 % of users will insert. If you anticipate that you will insert a lot and you fear about destruction, you'll activate the option for yourself. If everybody were an advanced user, I'd be 50:50 about the default. But that's not the argument.

Argument 2: Another 30 % of users will continue to play with replay mode, but not with insert mode. They'll never LMB into the map until they want to cut. The default shouldn't remove a useful shortcut (global-future-cutting air click) that does no damage for them: They won't LMB into the map for other reasons.

Argument 3: The final 40 % is that invisible portion of users. You rarely catch a twitch stream of them. They don't want replay, they'll always solve from scratch. Replaying annoys them. They always run default options. Don't remove the main way of cutting the unwanted replay from them!

QuoteMore input from other users would be good.

Yes, please post. Even (and especially) if you never use insert mode!

Do you click air to stop the replay? Or do you use a hotkey or click the R in the panel?

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: IchoTolot on July 22, 2026, 05:37:37 PM
I have no energy to read everything here as I think the current system is fine, but here is my usecase reagarding the last question:

- I always click air to stop the replay. If this isn't the standard I would become confused and frustrated. I can see the option of turning it of useful though.
- For shorter and medium sections: I often rather just replay the section than using the blue "R" as I tend to play faster than I editing the history by now.
- For longer sections I do use the blue "R", which is only a minority of levels though.
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: Guigui on July 22, 2026, 09:13:44 PM
My 2 cents.

Replay annoyed me the first week I spent with the game.
Then I understood how it works and use it at all the time.

Never tried insert replay though, mainly because I do not even know how to trigger it. Also I have trouble imagining how inserting an assignation may not break the rest of the coming replay. Though about this point I trust everyone saying this is actually useful, so I plan on trying it when I finally find how to trigger it !

Finally I am very used to airclick for replay cancel and never use anything else, please do not remove it.

On another note, sorry if it is not the right place to mention it, I'd appreciate if replay carries when using the editor.
To be clearer : create a level, playtest it, exit to editor to make changes, play test the level again and find your previous replay ready for you.
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: WillLem on July 22, 2026, 10:11:55 PM
Quote from: Simon on July 22, 2026, 04:17:27 PMI recommend that you keep the default that airclicks cut the global future.

This seems to be the consensus, so yeah let's keep this as the default. It's what users have come to expect anyway, particularly those that don't use insert mode.

I almost exclusively use insert mode, so I would toggle the option off. Here's why:

Quote from: Simon on July 22, 2026, 04:17:27 PMThe default shouldn't remove a useful shortcut (global-future-cutting air click) that does no damage for them: They won't LMB into the map for other reasons.

Not so! There is at least one more reason to airclick, and that is to advance gameplay by 1 frame whilst paused. Sometimes, this is done after rewinding, and with no intention to erase the global future. This is one of the main reasons I engage insert mode, and don't want airclicks to cut the replay.

I strongly suspect that those who don't sympathise with this only use either non-mouse hotkeys or the dedicated panel buttons to framestep.

Quote from: IchoTolot on July 22, 2026, 05:37:37 PM- For shorter and medium sections: I often rather just replay the section than using the blue "R" as I tend to play faster than I editing the history by now.
- For longer sections I do use the blue "R", which is only a minority of levels though.

Would you mind always having to airclick to cancel the replay? (i.e. the proposed 'single replay mode' would no longer cut the global future on lem assigments or RR changes).

Note that airclick-to-cancel is staying, and will be default behaviour (just to be clear).

Quote from: Guigui on July 22, 2026, 09:13:44 PMNever tried insert replay though, mainly because I do not even know how to trigger it.

This is probably the main reason it should be a single mode. Users should get the benefit of NeoLemmix's replay editing capabilities whether or not they know the hotkeys.

Quote from: Guigui on July 22, 2026, 09:13:44 PMAlso I have trouble imagining how inserting an assignation may not break the rest of the coming replay.

Sometimes, it does! Most of the time though, it doesn't. It really depends on the situation.

Quote from: Guigui on July 22, 2026, 09:13:44 PMFinally I am very used to airclick for replay cancel and never use anything else, please do not remove it.

Again, to be very clear, airclick-to-cancel is not going to be removed from CE. The proposal is only to make it optional.

Meanwhile, I've replied to your replay-for-playtesting suggestion here (https://www.lemmingsforums.net/index.php?msg=109394).
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: Simon on July 22, 2026, 11:51:29 PM
Quote from: WillLem on July 22, 2026, 10:11:55 PM
Quote from: Simon on July 22, 2026, 04:17:27 PMThe default shouldn't remove a useful shortcut (global-future-cutting air click) that does no damage for them: They won't LMB into the map for other reasons.
Not so! There is at least one more reason to airclick, and that is to advance gameplay by 1 frame whilst paused. Sometimes, this is done after rewinding, and with no intention to erase the global future. This is one of the main reasons I engage insert mode, and don't want airclicks to cut the replay.

I strongly suspect that those who don't sympathise with this only use either non-mouse hotkeys or the dedicated panel buttons to framestep.

Ah, I didn't have this LMB-stepping in mind. Yeah, I single-step by hotkey.

It's an odd design history. The usual meaning of LMB into the map to cut/assign. After assigning, it makes sense to advance one step to show the physical result of the assignment. I don't remember who/which program started to advance on airclick in general. At the end of the replay, the airclick cuts (nothing to cut) and advances. And this is common enough to make it natural to rely on it. I believe that namida relies on it, too.

And finally the two meanings of airclick clash in the new mixed mode. After decades.

I'd like to hear namida's opinion.

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: IchoTolot on July 23, 2026, 02:21:14 PM
QuoteWould you mind always having to airclick to cancel the replay? (i.e. the proposed 'single replay mode' would no longer cut the global future on lem assigments or RR changes).

Note that airclick-to-cancel is staying, and will be default behaviour (just to be clear).

That is a very though question that I cannot answer with certainty.

I am used to also canceling the replay by assigning stuff and use it automatically by now as an LMB alternatve. I can see me adapting, but do not know the final impact and if it gets on my nerves.

The biggest problem I see is conveying the information better on that you are in replay mode and how to get out of it.
It existed before, but the issue was smaller as a result due to more ways of exiting it.

On the "advance gameplay by 1 frame whilst paused" side: I use the LMB for that frequently and mostly only switch to the dedicated key when I am frame stepping inside the red "R".
I never had the LMB clash negatively impacted my gameplay so far.

Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: Simon on July 24, 2026, 03:55:28 AM
Hmm, we all found different habits around the LMB clash, i.e., around the two meanings (cut replay, advance) of left click:


The click to advance seems popular.

WillLem's proposal still reconciles this. WillLem proposes: Create a user option for whether air click cuts the replay, and have only a single mode during play that always inserts. I don't know if this is ultimately best (well, when do you ever know that); it's the best I see for now. It's not clear if Icho is going to like this, but Icho is happy to try.

I agree with Icho that conveying replay mode in the UI is important. We're still in the early bronze age with this, even Lix, which displays "Replaying. Click to play from here." Post what comes to mind. If it's ultimately separatable from merging the modes, we can always split it to separate topics later.

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: Guigui on July 24, 2026, 09:39:28 AM
I also use LMB to 1 frame skip a lot. I even set RMB to 1 frame back skip.

Now that I come to think of it, the clash for LMB is actually triple : cut replay, skip, assign.
I switch to hotkey for skip only when I want the cursor to be over a lemming during the skip, so this does not clash with assign.
I only see the replay as a mean to get faster to a certain point in the level to try something else after I cut it. In this sense the replay cut is a point of no return after which I take back the control of the level.
Insert replay changes a lot of things in that regards, but I'm willing to try it.


I fear how beginners will understand his though.
Every single new player I know, me included, had a hard time understanding the replay idea where getting back in time does not forget the future.
Now we add another layer where taking back the control of the level by playing it via assignment does not forget the future either. An example of how this may be very hard to understand :
- this obstacle may be handled with either a bomber, or a builder.
- lets try the bomber. ... Well this was not such a good idea.
- rewind, it is handy instead or restart all, thanks, and try the builder.
- skip the builder animation, it is handy thanks.
- what ?? I end up with an already destroyed bridge and I have lost a lemming ??

This is very weird when you think of it this way, fear this may unsettle newcomers.
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: WillLem on July 24, 2026, 10:22:29 AM
Guigui makes a good point.

Replay Insert mode arrived after the standard mode, when advanced players wanted more out of it.

Thus could be tricky for newcomers, sure. UI is key.

I'll come back to this.
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: IchoTolot on July 24, 2026, 02:19:04 PM
I agree with Guigui here that having everything in a single-mode can be very confusing for newer players and even seasonded ones at times.

As this seems to be a more advanced thing anyway and as dumb as it sounds:

I think having the 'Replay-single-mode' as an optional setting could be the best thing here - maybe as a sub-option to "click air to stop the replay".

Advanced players can choose to activate it.

It won't confuse newer players at first and at later stages when they get more familiar with the program they can choose to opt in.


I would regard the new player issue higher as the advantage to experienced players here.
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: Simon on August 16, 2026, 04:58:00 PM
If insert-by-default is confusing (because it keeps earlier and later assignments, both related and unrelated), the old non-inserting replay mode must be confusing at least half as often (because it keeps earlier assignments, and it ditches future unrelated assignments, which is surprising/annoying in a multithreading level).

I'm beginning to feel that airclick-to-cut is a fundamental design dead-end (= no problems as long as you don't design any further), and all the other design problems follow from having it. But airclick-to-cut is so ingrained that it should remain on by default ... at least until we have much clearer UI about what's going on and how to cut it.

Had I to design this from scratch today, here is what pops into mind:


I'm also beginning to think that namida foresaw these airclick issues, forbade airclick in insert mode, and put the explicit future-cutting hotkey as a replacement.

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: namida on August 16, 2026, 10:20:20 PM
Quote from: Simon on August 16, 2026, 04:58:00 PMIdea: Over each lemming who will receive a replay assignment in the next 5 seconds, we paint a large arrow with the skill on it and a countdown. You can click an
  • on that arrow to cut the lemming's future.
Bonus: This might feel "good enough" that the periodic demands for reintroducing timed bombers finally die out for once and for all.
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: WillLem on August 16, 2026, 11:06:21 PM
Quote from: IchoTolot on July 24, 2026, 02:19:04 PMI think having the 'Replay-single-mode' as an optional setting could be the best thing here

Agreed: new players and those not fully accustomed to the Replay features need to be able to tailor their experience. We should provide options.

However, adding a 'Single Mode' option would inadvertently create three replay modes: 'Red R', 'Blue R', and the proposed 'Single Mode', all of which must be maintained.

I'd suggest that a simpler solution here would be to abandon the proposed 'Single Mode' as its own thing and instead offer players the option to have 'Red R' or 'Blue R' as their default (they'd still be mutually togglable in-game).

Then, we'd fine-tune the 'Blue R' mode to be more like the proposed 'Single Mode'.

Quote from: Simon on August 16, 2026, 04:58:00 PMI'm beginning to feel that airclick-to-cut is a fundamental design dead-end

In what way? And, why?

Quote from: Simon on August 16, 2026, 04:58:00 PMAlong the bottom of the screen, always show the replay as a timeline, like what a video player displays.
...
Tweaker always open, which is practically the timeline, but bigger and with all the bells and whistles.

Initial reaction: Hm. This would push NeoLemmix even further into 'Replay Editor' territory (as opposed to 'Video Game' territory) than it already is.

On second thoughts, though, these are good ideas. Perhaps the Replay Editor (currently a list-based Windows dialog) could be ditched in favour of this sort of thing. It shouldn't be displayed by default though, even in Replay mode; let the user call it up via a hotkey/panel button. We need to keep the UI as clear and clutter-free as possible.

In any case, this needs its own topic.

Quote from: Simon on August 16, 2026, 04:58:00 PMOver each lemming who will receive a replay assignment in the next 5 seconds, we paint a large arrow with the skill on it and a countdown. You can click an [X] on that arrow to cut the lemming's future.

Another good idea, let's put this into its own topic as well though.

This topic is about whether or not we should merge/revise the existing replay modes. UI-related stuff is important, of course, and we can certainly keep small tweaks within the scope of this topic, but more extensive overhauls belong in their own individual topic(s).

Quote from: namida on August 16, 2026, 10:20:20 PMThis might feel "good enough" that the periodic demands for reintroducing timed bombers finally die out for once and for all.

How so?

And, I doubt that this particular aspect of the game will ever be resolved. As long as we have users who experienced any one of the original Lemmings ports, timed bombers will be a thing that people remember and possibly miss (if they're absent from a particular clone engine). And, the community will always be split between those who like them and those who don't.

SuperLemmix, IMHO, does it best: the engine includes both types of Bomber as separate skills. Level designers can choose which to put in their level, and can even use both side by side, so that the player can decide which ones to use where (and, this can of course be built into the fabric of the level's puzzle).

But, that's also another topic!
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: Simon on August 23, 2026, 10:28:50 PM
In Lix, since version 0.10.12 from June 2023, you can choose to always be in insert mode. (By default, you're only in insert mode when the tweaker is open.)

I configured Lix to always-insert. Then I played Flopsy's yet-unreleased levels (easier ones from SEBLems and Gotta Go Fast) for almost 3 hours on livestream. I got confused at least once, IIRC even a second time. Both times, I didn't have the tweaker open. How exactly did I get confused? I'll have to re-watch the 3-hour vod (https://www.twitch.tv/videos/2853314731) and tell you in detail. This is the playtest that I promised.

For now, I can't yet fully recommend to make it a single mode. I didn't change the Lix option defauls yet, either. In Lix 0.10.34 from yesterday, the default is still that you're in insert mode if and only if the tweaker is open.

I'll still have more to answer from all your posts.

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: WillLem on August 27, 2026, 04:06:01 AM
Users can now set Insert as the default mode (NLCEPlayer commit 2f55cf7.)

This means that as soon as a replay begins, it will do so in R Insert Mode (if that's the desired default mode) rather than R Standard Mode. The 'Insert Mode' toggle hotkey (O by default) can still switch between the two as usual.

So, we can now tweak Insert Mode to be more like the proposed 'Single Mode' (which we can now consider rejected as a standalone idea), and advanced users can set this as their default mode if they wish to do so.

I believe this solution offers the best of all worlds.
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: Simon on August 27, 2026, 04:28:13 AM
Quote from: WillLem on August 27, 2026, 04:06:01 AMUsers can now set Insert as the default mode
advanced users can set this as their default mode

Hmm, defaulting to non-insert mode is in good line with the findings.

Consider to complement this with an option to allow airclick to cut the replay during insert mode. That's what I've missed the most along with starting in insert mode.

You'll essentially have the same 3 independent bool options as Lix has: Start in insert mode? Airclicks cut in regular mode? Airclicks cut in insert mode? This is the least annoying set that I found so far. I don't expect this design to live forever (3 bools is 8 variants), and I really want to do better than this. But it's the best I see for now.



If we disable airclick, should clicking the R in the panel cancel replay? I.e., should that R always function as a cancel-replay button? The UI doesn't communitcate that, but it can still react to clicks. Hunch is yes, but it really leads back to the same ancient question of how to make replay canceling explicit and easy to discover.

-- Simon
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: WillLem on August 28, 2026, 05:24:30 AM
Quote from: Simon on August 27, 2026, 04:28:13 AMIf we disable airclick, should clicking the R in the panel cancel replay?

Definitely.

The panel hints let the user know that they can cancel. But, panel hints are also optional. Discoverability is an issue for sure; maybe we can show a message the first time we enter replay mode (we're back to that again).
Title: Re: [DISC] Make 'Replay Mode' a single-mode feature in NeoLemmix CE
Post by: WillLem on August 29, 2026, 02:50:19 AM
Removed 'Allow Same-Lemming-Overwrite in Insert Mode' option; we show 'CUT X TASKS' and assume that the user wants to do this (NLCEPlayer commit 787bae5).

Added 'Click Air to Cut Replay in Insert Mode' option; users can choose to let air clicks cut the replay in Insert mode (air clicks always cut the replay in Standard mode) (NLCEPlayer commit 3ab5ade).