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#41
In Development / Re: X-tralems levels
Last post by lemmkeev20 - September 27, 2026, 12:56:54 AM
look can we please not discuss anymore :( ?

i already made the topic for my levels!
#42
In Development / Re: X-tralems levels
Last post by Silken Healer - September 27, 2026, 12:20:53 AM
Quote from: Simon on September 27, 2026, 12:18:36 AMI'll give lemmkeev20 the benefit of the doubt here, and move/reinstantiate all the random levels into here.
Ok yeah you can make this thread a "lemmkeev20's one-off levels/nominal packs" thread if you want and archive the other thread or something, up to you, doesn't really matter what thread it is. These are all the remaining levels:

https://www.lemmingsforums.net/index.php?msg=109912
https://www.lemmingsforums.net/index.php?msg=109987
#43
In Development / Re: X-tralems levels
Last post by Simon - September 27, 2026, 12:18:36 AM
Quote from: lemmkeev20 on September 26, 2026, 11:25:33 PMlevels for X-tralems ok?

All right, you're going to post your levels into here as they come out. That's good.

Quote from: Silken Healer on September 26, 2026, 11:51:32 PMde-facto "lemmkeev20's one-off levels" thread
I highly doubt your going to do a complete 180°

I'll give lemmkeev20 the benefit of the doubt here, and move/reinstantiate all the random levels into here.

-- Simon
#44
In Development / Re: X-tralems levels
Last post by Silken Healer - September 26, 2026, 11:51:32 PM
As I mentioned in the "so you actually made it here huh?" thread, given Namida's rules and his own statements, you making a new thread for a "X-tralems" level pack alongside the "so you actually made it here huh?" standalone level before Namida told you the rule and that it wouldn't be retroactively applied by himself (unless another mod wanted to merge them) and/or de-facto "lemmkeev20's one-off levels" thread, is only "ok" if they aren't, and I quote, "those that nominally slap a 'pack' name onto it while still just being another unorganised random level dump in practice," (which given the fact that "psychopathic difficulty" pack fits that definition, and I'm sure I recall another thread which fit that definition which seems to be deleted now, and Namida felt it necessary to edit his message to include that, I highly doubt your going to do a complete 180° on).

Edit: This information might be wrong actually as it seems Simon is merging some posts into this thread, and why would he do that if this thread isn't allowed
#45
In Development / Re: so you actually made it he...
Last post by Silken Healer - September 26, 2026, 11:31:21 PM
Quote from: lemmkeev20 on September 26, 2026, 11:26:34 PMjust dont remove it please....
If that topic is for a pack called "X-tralems," and then this topic is a topic for a standalone level before Namida told you the rule and that it wouldn't be retroacitvely applied by himself (unless another mod wanted to merge them) and/or de-facto "lemmkeev20's one-off levels" thread, that shouldn't get removed, I think that's allowed to create as many topics for packs as you want- oh! Nevermind, I just saw this as I was typing:

Quote from: namida on September 24, 2026, 09:20:10 PMEDIT: including those that nominally slap a "pack" name onto it while still just being another unorganised random level dump in practice
#46
In Development / Re: so you actually made it he...
Last post by lemmkeev20 - September 26, 2026, 11:26:34 PM
guys lets not discuss anymore, i already made the topic! just click here! just dont remove it please....
#47
In Development / Re: X-tralems levels
Last post by lemmkeev20 - September 26, 2026, 11:25:33 PM
levels for X-tralems ok?
#48
Editor Bugs & Suggestions / Re: [-][SUG][PL] Skills from L...
Last post by lemmkeev20 - September 26, 2026, 11:21:55 PM
Quote from: WillLem on September 26, 2026, 10:13:32 PMNeoLemmix Community Edition actually could have more skills, as long as the physics of the existing skills doesn't change. The rule is that NL 12.14 content must be compatible with CE, not necessarily the other way around.

However, with that said, CE probably won't get any new skills anytime soon. Even if we were to add more, each new skill would have to have its own suggestion topic and strong community approval before being added.

As Proxima said, SuperLemmix is your best bet if you want more skills, more objects, and more level features in general to play with. Give it a try!

ok

about the more skills... YAY :party:
#49
In Development / Re: X-tralems levels
Last post by WillLem - September 26, 2026, 10:28:16 PM
FWIW, I agree with Silken here, we should probably merge the level topics as it's clear that the levels are supposed to be grouped together. Edit Simon: Yep! Done!

@lemmkeev Check out Level Pack creation tools, there are some useful .bat scripts that can help you to compile your levels into a pack, as and when you're ready to take that step with your levels. People are more likely to get around to playing your levels if they're presented as a pack, or - at the very least - all together in a single topic.

Here are some replays for the levels you have shared in this topic and the one linked above. Have fun and keep creating!

#50
Editor Bugs & Suggestions / Re: [SUG][PL/ED] when will we ...
Last post by WillLem - September 26, 2026, 10:13:32 PM
Quote from: Proxima on September 25, 2026, 05:56:38 PMNeoLemmix isn't getting any more skills. Namida has decided to stop further development of the original NL engine, and while WillLem is still developing NL Community Edition, it has to remain physics-compatible with original NL.
Quote from: lemmkeev20 on September 25, 2026, 06:51:03 PMdamn... :'(

NeoLemmix Community Edition actually could have more skills, as long as the physics of the existing skills doesn't change. The rule is that NL 12.14 content must be compatible with CE, not necessarily the other way around.

However, with that said, CE probably won't get any new skills anytime soon. Even if we were to add more, each new skill would have to have its own suggestion topic and strong community approval before being added.

As Proxima said, SuperLemmix is your best bet if you want more skills, more objects, and more level features in general to play with. Give it a try!



To be clear - if anyone wants to suggest new skills for NeoLemmix Community Edition (CE), they are welcome to do so by creating an individual topic per-skill, with clear ideas as to how the skill would benefit the game. Also, any new skills at this point would have to have strong vocal community support in order to be considered.

This topic can now be considered closed, but I won't lock it yet in case anybody wants to reply to this post.