Recent posts

#11
Contests / Re: Level of the Year 2025: Pl...
Last post by Simon - June 21, 2026, 10:44:28 PM
Replays from the June 10 and June 21 livestreams.

Solved Levels
Blues Walk With Me
Cursed Treasure
Cursed Treasure
Down The Upside
Epilogue
It's Crazy Sports Day
kaywhyn's Organic National Park
Lawful Neutral
No Looking Back
Oh Yes! A Hardcore Molten Problem
Palace of Ice
Quick Lab Rush
Rusty Ruin Zone
So Many Spikes

kaywhy's Oh Yes! A Hardcore Molten Problem: We conjecture that our solution is a backroute.

-- Simon
#12
Game Bugs & Suggestions / Re: [✓][SUG][PL] Insert Mode: ...
Last post by Simon - June 21, 2026, 10:26:38 PM
Still no hunch about keeping or cutting the nuke. From one viewpoint, it's part of the future of every lix lemming. From another viewpoint: NL has nuke levels. On some nuke levels, you'll nuke first, then insert skills around the nuke. Hard to say how many nuke levels need the nuke preserved. I'll let you know when I have further insight.

In my stream today, 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.

-- Simon
#13
SuperLemmix / Re: (SLX) Heart66 Pack (İn Dev...
Last post by jkapp76 - June 21, 2026, 09:03:00 PM
Great start on your SLX pack! I can't wait to see it finished.
#14
Game Bugs & Suggestions / Difficulty indicator for each ...
Last post by heart66 - June 21, 2026, 08:26:34 PM
İs it possible to add difficulty indicator for each level instead of naming the pack ?... Easy , hard ...etc.
İt could be a one digit field (1-9) or (1-4). A scale from easy to most difficult.
This can be assigned by the level creator in the editor and shown later in the player.
This can be taken further later by averages or other statistical means by online input from players.
İt will be interesting to know how difficulty curvers can be changed with more samples (players).
Thanks.
#15
SuperLemmix / Re: (SLX) Heart66 Pack (İn Dev...
Last post by heart66 - June 21, 2026, 08:07:14 PM
Thank you willLem for this comprehensive reply.
I joined the forum just to post some easy and fun levels. Anyway. I did my best.
Attached are two packs in one (1) zip file-17 each. One is made uniquely to SLX, the other one is just some levels I selected from my basic pack for NL(converted to SLX).Both are drafts and can be improved. You are free to alter,use or combine any level if you find interesting.
Thanks. Good luck.
#16
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - June 21, 2026, 04:45:55 PM
On to the final rank, Havoc Highway. With 4 levels in the previous rank still not solved, I've been expecting to struggle with the final rank. So far I've managed 11 of the first 14 levels - my favourite being level 5.
Detailed comments under spoiler tag:
Spoiler
Level 1 "Jungle Speedway": the chameleon trap by the exit means the crowd have to be compressed very tightly. I have several skills unused, but that does not necessarily indicate a backroute..
Level 2 "Sfift Action Freeway": I tried 2 routes, coming up 1 skill short with both. A 3rd route I'd been considering from the start looked impossible to execute, but then I realised that using one of MASTER-88's favourite tricks would make it easy to achieve the necessary synchronisation between the advance lemming and another. There are several viable variants to my solution – for example, in two variants I don't clone the Disarmer, and in one of these I save 100 rather than the required 99.
Level 3 "Lethal Sidewalk": a relatively straightforward level, with very generous time limit.
Level 4 "You Have To Take Little Detour": I had 1 false start with this. You need to know one Stoner trick and be very precise with positioning and timing.
Level 5 "Minute Mile": mind-boggling. The key challenge here, besides the super-tight time limit, is how to get past 2 obstacles while sacrificing only 1 lemming, since 1 has to be sacrificed by the trapdoor. There is no way past the 1-way pole without using a Stoner or a Bomber. This means the Flipper has to be passed without losing a lemming. I looked at various Blocker-Flipper interactions, but none of them quite worked, within the time limit – leaving me with several ways of rescuing 77 lemmings, but not the required 78. Eventually I realised it was possible to free up a skill and use it in a weird way that indirectly allowed the Blocker-Flipper interaction to deliver as required. If this is the intended solution, the level design is so ingenious.
Level 6 "Demolition in Coalmines": this is a large and long level, with a 15 minute time allowance. It is very difficult to free the crowd without using too many skills. I considered freeing them from below, using the sole Basher to go underneath the trapdoor chamber; but this route faces major problems with the chains and firebreaks. My solution, by using spare skills to reduce delays, takes well under 10 minutes.
Level 7 "Lemmings in Slaughter House": at first glance this does not appear extremely difficult. There are 2 Shimmiers to help get the advance lemming to where it needs to be to forge a path for the crowd. But then you realise there's a major problem with the group on the right: 2 traps to disarm, plus a high release rate, spell trouble. Solving this headache needs lateral thinking and experimentation. Another challenging puzzle.
Level 8 "Bullet Train Lemmings": another great challenge. I looked for a way to shift the first lemming from the front of the crowd, where it has to be to disarm the first trap, to the back - to give it ample time to disarm 2 traps and mine to the exit. I think this is essential to any solution. There are some spare skills that, as far as I can see, cannot be used.
Level 11 "Lemmings On Thin Ice": a much needed breather level, where it is not too difficult to beat the save requirement and save all 80. The time limit is very generous.
Level 13 "Very Tricky Position": this needs precise positioning of the Builders, which took me several attempts; and some very difficult work at the end, using the same trick as in level 15 of the 4th rank.  I don't see why the time limit is twice what it needs to be – maybe an element of misdirection?
Level 14 "High Place Expresslane": the key to this level is finding a mining route that is economical on Builders; and the key to that is where the Bashers are deployed. Working this out is challenging, but once that has been achieved it's not too difficult to meet – and exceed – the requirements for the 2 Talismans.
Solutions for levels 1-8, 11, 13 & 14 attached.
OYMLr5v1_plukz.zip
#17
Live Event Scheduling / Re: Simon will stream Level of...
Last post by Simon - June 21, 2026, 01:01:42 PM
Stream is over! Recording will remain for 14 days at: https://www.twitch.tv/simonnaar

We played 2 levels by Dexter, the remaining 2 by Kaywhyn, Ice Palace by Giga, and So Many Spikes by Guigui. We backrouted Kaywhyn's Oh Yes Molten Problem.

Left unsolved: 3 by Dexter, 1 by Kaywhyn (Oh No Molten Problem).

-- Simon
#18
Game Bugs & Suggestions / Re: [✓][SUG][PL] Clear Physics...
Last post by Simon - June 20, 2026, 09:47:00 AM
I've tested this today, immediately after CE 1.1.2's release. Every other bug can wait until tomorrow's livestream.

Yes, everything works. The player must, in the user options, uncheck the color cycling. Gadgets will now be dark green. And if the player doesn't like the dark green etc., he can edit data/ce-clearphysicscolours.nxmi for gadget and lemming colors.

I got exactly what I had emphasized, and it's released well in time for the stream tomorrow. In hindsight, this bug bothered me during play the most. The (overall more important) data loss on settings import is also fixed, so WillLem didn't even have to deviate from the most sensible order.

There are smaller things left to discuss for later. E.g., should ce-clearphysicscolours.nxmi sit in user/ (we expect the user to edit it) instead of in data/ (here it gets overwritten by next release), or should color cycling be default. But none of that is urgent. It's better for me to have the immediate dark green available.

WillLem, this was an excellent way to handle your user feedback. It works, I see no bugs, but I mean this especially from the non-technical angle. You guessed that this bothered me and Proxima the most, and we had no workaround.

-- Simon
#19
NeoLemmix Main / Re: [✓][SUG][PL] Redesign defa...
Last post by WillLem - June 20, 2026, 09:24:59 AM
Reading back over this topic, I still like the idea of showing the hatch fall distance in CPM but forgot about it due to the focus being mostly on the ruler itself.

So, a hatch fall distance guide will be added in the next update. It's on the to-do list.

Meanwhile, for Climbers' fall distance, my honest view at this point is that it probably isn't worth supporting. Reasons: 1) levels requiring it should be discouraged, and 2) it's a move back towards the confusing multi-ruler scenario that we're trying to avoid.

I'm open to being persuaded that there's good reason to add a second ruler and let it be accessed via Shift + (User's Ruler Hotkey), but in the absence of vocal support for this idea, or any (welcome) alternative suggestions, I'll most likely not bother.
#20
Community Edition / Re: [RELEASE] NeoLemmix Level ...
Last post by WillLem - June 20, 2026, 12:21:28 AM
NeoLemmix Editor Version 2.1 Update

A few additional features, tweaks and bugfixes. Here's what's new:

:lemming: Previous/Next Level Buttons
 • Added '<<' and '>>' buttons for navigating between levels in the current directory.

:lemming: Piece Search
 • 'Background' and 'Animation' objects are recognised as 'Decoration'.
 • Bugfix - Removed 'Normalizer' (SuperLemmix object).
 • Bugfix - Removed the 'Perma' prefix from Skill Assigner/Remover.

:lemming: Misc UI
 • 'Random' button is enabled by default.

:lemming: Bugfixes
 • Only ever draw 'Paint' objects on Terrain.



Download the latest version of the NeoLemmix Editor.