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#21
NeoLemmix Main / Re: Why should NL levels have ...
Last post by kaywhyn - Today at 12:43:49 PM
Quote from: JawaJuice on Today at 11:17:34 AMWhat language is NLEditor written in out of curiosity?

C#

Source code for NL editor:

https://bitbucket.org/namida42/neolemmixeditor/src/master/
#22
NeoLemmix Main / Re: Why should NL levels have ...
Last post by JawaJuice - Today at 11:17:34 AM
Quote from: Guigui on Today at 08:33:31 AMAhah I was just making this computation too, proving that the Lemmings forum is indeed populated with many maths people (but we welcome you too JawaJuice ;)).
So yes, clicking the random ID button and getting the same ID as an already existing levelis about as likely to happen as picking Donald Trump at random among the whole USA population ... which, when you come to think of it, means it can happen !

Ha, you do need some maths for computer programming ;) Interesting reading on the probabilities there though, guys! What language is NLEditor written in out of curiosity? I'd be interested how the Random ID button is implemented, presumably some kind of seeded rand function.
#23
NeoLemmix Main / Re: Why should NL levels have ...
Last post by Guigui - Today at 08:33:31 AM
Quote from: Simon on Today at 06:16:48 AMRight, re-rolled IDs or new-level IDs are unlikely to collide. ID is 64-bit integer (there are 2^64 possible IDs). Birthday problems will start around a billion levels (10^9 levels) with a 1 % to 3 % chance of collision. A sensible upper bound is that a million levels will ever exist. With a million levels, the chance of birthday collision is practically zero; it's around a millionth of a percent.

-- Simon

Ahah I was just making this computation too, proving that the Lemmings forum is indeed populated with many maths people (but we welcome you too JawaJuice ;)).
So yes, clicking the random ID button and getting the same ID as an already existing levelis about as likely to happen as picking Donald Trump at random among the whole USA population ... which, when you come to think of it, means it can happen !
#24
NeoLemmix Main / Re: Why should NL levels have ...
Last post by Simon - Today at 06:16:48 AM
Yeah, these collisions come from taking an existing level, then re-saving it under a new name to make a new level. Here, the author should re-roll the ID for the new level. The editor has a button to re-roll. But the author must still deliberately click that.

If you copy-paste or save-as your level to make a new level, re-roll the ID for the new level.

Right, re-rolled IDs or new-level IDs are unlikely to collide. ID is 64-bit integer (there are 2^64 possible IDs). Birthday problems will start around a billion levels (10^9 levels) with a 1 % to 3 % chance of collision. A sensible upper bound is that a million levels will ever exist. With a million levels, the chance of birthday collision is practically zero; it's around a millionth of a percent.

-- Simon
#25
NeoLemmix Styles / Re: Style updates topic
Last post by namida - Today at 12:24:40 AM
Quote from: WillLem on April 29, 2026, 03:43:34 AMUpdate to 'special' - added crystal exit as separate base/top images for upcoming RotL reissue.

As with the other proposals, changes to the official styles would need to see some discussion. And in this particular case - I feel like I would probably veto it anyway, on the grounds that the appropriate place for this piece, if it really must be used at all, is a (user)_special or rotl_special style, not an official style. (Any further discussion on this subject will need to go in its own topic, not this one.)

The other two have been updated in both the all-styles ZIP and the style manager.
#26
NeoLemmix Main / Re: Why should NL levels have ...
Last post by namida - June 09, 2026, 11:26:40 PM
It is extremely unlikely that a duplicate ID will arise between two levels made from scratch.

The main cases where it's likely to come up:
- Variant levels (eg easier / harder repeats)
- Levels derived from an official level

It is possible an author might do an all-packs check by combining the packs into a single large one (rank / pack structure doesn't really matter for this, they could just copy the levels) and running a check against it. In this case, the IDs would matter again.

Mass replay check is the only time an ID issue will outright break anything. In all other cases, it will at worst cause a warning to be displayed. But this would arise from the replay having a wrong ID; not two levels sharing an ID. That being said: Keep in mind that even if you don't want to mass check your levels, other users might.
#27
NeoLemmix Styles / Re: Style updates topic
Last post by 92Dexter11 - June 09, 2026, 10:00:54 PM
Just letting you know about an update to dex_circuit. It contains a fix to the pickup object which mistakenly had an offset hitbox. (The updated version is fixed using graphical offsets, so any existing levels which use this object should be functionally identical  :thumbsup: )
#28
NeoLemmix Styles / Re: New Styles - Lemmings Fait...
Last post by 92Dexter11 - June 09, 2026, 09:55:53 PM
Just letting everyone know about a quick fix for the pickup for dex_circuit (thanks GuiGui! :thumbsup: ), see OP for more details. Also updated all the preview images to use dropbox instead of imgur.
#29
NeoLemmix Levels / Re: Heart66 easy pack
Last post by heart66 - June 09, 2026, 08:18:52 PM
New level 49
#30
NeoLemmix Levels / Re: Heart66 easy pack
Last post by heart66 - June 09, 2026, 08:09:20 PM
Quote from: 92Dexter11 on June 09, 2026, 06:09:13 PMWelcome to the forums! This is a pretty nice level pack, although I do have some things to point out.

Level 68 has a missing object that the style manager couldn't download. I loaded the level in the editor and the problematic object in question was an exit. For the purpose of my playthrough, I replaced it with the default crystal exit.
Level 87 has a ton of missing terrain pieces that the style manager couldn't download that I wasn't able to replace, so I wasn't able to complete this one.

I was able to complete every other level, except for level 49 which seemed excessively difficult. The replay that you provided for this one doesn't work on my version of NeoLemmix, which leads me to believe that there may be some shenanigans with different terrain pieces.
Are all your styles up to date?

While overall this pack was quite easy, there are quite a few headscratchers that I was stuck on for a while!

My favourite levels are:
13, 31, 52, 69, 70, 76, 83, 84, 86, 90, 92, 94 and 97.

Also, level 35 has the funniest replay.

My replays are attached.


QuoteLooking at the zip itself and opening the levels in Notepad and then later on in NeoLemmix itself, you have all levels titled 01-Easy, 02-Easy, etc. all the way to the final level, which is called 99-Easy. These aren't very catchy or interesting level titles. Surely you can think of better ones?

I personally didn't really mind the lack of titles. Design-wise, the levels have a minimalistic feel that I quite enjoyed, and I feel the lack of titles helped complement that. That's just my opinion, though, I'm not really sure what the consensus of the lemmings forum is on levels without titles.
My apologies regarding level 49. I hate it myself. It requires more skills. I shall attach a new level 49. Please copy it. Level 87 works fine with NL CE.
Thanks for playing the levels. I hope you enjoy the hard pack... Coming soon