Recent posts

#31
NeoLemmix Levels / Re: LemFan's various packs
Last post by jkapp76 - January 31, 2026, 04:13:11 PM
Try This version. It might have the levels fixed. I believe I have all of his packs updated correctly somwehere.
#32
Lix Main / Re: Newbie with very basic que...
Last post by IchoTolot - January 31, 2026, 12:46:39 PM
QuoteI do have one further question which may well be possible but I've found only one crude way to do it.   I'd like to randomize a walking string of Lixies to go either up/down or left/right (and pseudorandomized is fine).   The one way I've found to do this is let a string of Lixes into a moderately wide pit.  They begin walking back and forth, moving either east or west depending on the last wall they bumped off.

The closet thing that comes to my mind in that reagard would be the splitter object in NeoLemmix (another game engine). These alternate between sending Lemmings left and right.

In Lix I think you would need to build custom contraptions, or maybe stack two entrances on top of each other with one spawning left and one right.

QuoteEven if it limited me to one entrance hatch, is there a way to pre-assign skills?

This would be a great thing to suggest as a feature!  :)

NeoLemmix has the ability to let hatches assign permanent skills to all Lemmings spawned from it.
This could be a good feature for Lix as well! ~wink at Simon~  ;)
#33
NeoLemmix Levels / Re: LemFan's various packs
Last post by JawaJuice - January 31, 2026, 11:12:11 AM
Hey @Guigui!

I also noticed this when playing through BadLems. I didn't know what the reason for it was until now, reading Proxima's explanation, but didn't really bother about it - just figured it was some kind of glitch with the pack! I haven't encountered the same problem with any other LemFan pack that I can recall. There was a different issue with a couple of the really early packs (Pack 2 and Pack 3 I think), where every level file was put into a separate sub-folder, rather than having multiple nxlv files in a single rank folder with a levels.nxmi file to organize them.
#34
Game Bugs & Suggestions / Re: [✓][SUG][PL] Cycle Zoom ho...
Last post by WillLem - January 31, 2026, 04:55:15 AM
Quote from: Guigui on January 30, 2026, 11:26:29 PMBut do you sleep sometimes ?

Like a cat! I get about 9 hours per day on average :lemcat:

I spend a lot more time indoors during the winter so generally have more laptop time. Plus, I work very fast and I use AI to help with a lot of it. Programming is my favourite thing to do at the moment, the problem solving is basically addictive.

Thanks for your concern, though :)
#35
Game Bugs & Suggestions / Re: [+][SUG][PL] Allow file as...
Last post by WillLem - January 31, 2026, 04:44:08 AM
Finally managed to get a clean refactor of this feature (in commit d5bbf0e).

Rather than parsing the level and replay files to match IDs and hack-load the level that way (yuck!), the existing ID matching logic in the mass replay check (thanks, namida!) has been harnessed to grab the correct level object from the already-loaded library.

We still handle multiple matches by displaying a list and letting the user select the correct level to load. No more uninitialized level object warnings :forehead:, all good to go!
#36
Lix Main / Re: Newbie with very basic que...
Last post by ac4rd - January 31, 2026, 03:25:48 AM
Hello, all, and thanks again for the helpful information!

To answer one question, I don't have a need about the splat height, it just seemed unfair that the little guys splat on a nice soft bush as quickly as they do on sandstone or steel.  I'm not even using things like that very often these days--it's like my childhood train set: setting up track layouts was more fun than really running the trains. 

I'm glad to see that everybody understood my initial questions as being "newbie asks if things are possible with existing code" and not "you must rewrite this immediately to include" nonsense.

I do have one further question which may well be possible but I've found only one crude way to do it.   I'd like to randomize a walking string of Lixies to go either up/down or left/right (and pseudorandomized is fine).   The one way I've found to do this is let a string of Lixes into a moderately wide pit.  They begin walking back and forth, moving either east or west depending on the last wall they bumped off.

One straight-down digger in the pit digs to drop the group down onto a lower level.   My little Lixes go either east or west on the lower level, to different routes, depending on the direction they were going in the pit.  This is not a very elegant solution, as you see.  Is there a better way?

Quick digression to note again, this a clueless Lix newbie, and perhaps at least reading my questions (and really, you need not reply) gives you Lix-Masters an idea of what newbies wonder about.    So another very vague sort of question:

Even if it limited me to one entrance hatch, is there a way to pre-assign skills?  So I could, for instance, set a level to start with 5 runner-floaters to build something before the rest arrived?  I have no need for this, obviously, it's just one of those vague ideas that come to me as I play with my little single-user nonwrapped levels.   (I'll attach a screenshot of my most recent diddling, HMS_Troutbridge.  Very preliminary but I do love having Lixes in streams crossing over each other in this way.)

Speaking of "what's on a newbie's mind," can I offer a few observations?   The level designer is IMO *really* good IMO.  It's exceedingly easy to pick up an existing level, play with mods, save as your own learning playground, and have fun.   And from there, new bespoke levels to suit one's mood are easy.  I never made levels with Lemmings or Cavemen, and found the Pingus level editor confusing.   Lix makes it very simple IMO.  This is a *big* bonus point to me; possibly to others.

The tilesets (if that's the right word? the scenery modules) in 0.10.30 flatpack are great--much fun to fiddle with.  More would be great, though I may be missing those because I don't have the newest version.   No problem with the skills, though most were already familiar-ish from other games.   A bit more in the way of background colors would be nice but it's unimportant.    And the presence of an active and helpful web community is a big positive--for which I thank you again.   

Regards!  --ken ac4rd
#37
NeoLemmix Levels / Re: LemFan's various packs
Last post by Guigui - January 31, 2026, 01:39:59 AM
Thank you for the explanation. This is indeed the case : some consecutive levels have the same ID, so NL thinks they are the same level and trigger the auto replay.

Since the pack is only 40 levels long, I'd say it would not be very long to open them all and click the "random ID" button. Not sure if it would be beneficial to anyone though.

Anyone noticed if this happens in other longer packs from LemFan ?
#38
NeoLemmix Levels / Re: LemFan's various packs
Last post by Proxima - January 31, 2026, 01:02:00 AM
That can happen if different levels have the same ID. Ideally, the packs should be updated to fix this, but that's a lot of work.
#39
NeoLemmix Levels / Re: LemFan's various packs
Last post by Guigui - January 31, 2026, 12:45:18 AM
I'm currently playing the BadLems pack and encounter a weird behavior of NL : most of the time when I clear a level and move to the next, NL goes in Replay Mode and I get the replay for the previous level I just cleared.

I never encountered this behavior in any other pack I played. Is there a logical explanation to this ?
#40
Game Bugs & Suggestions / Re: [?][SUG][PL] "Clear Record...
Last post by WillLem - January 31, 2026, 12:16:09 AM
This has now been implemented (commit 14fe26d).