Recent posts

#41
Editor Bugs & Suggestions / Re: [+][SUG][ED] Pop-out Piece...
Last post by WillLem - November 18, 2025, 09:09:04 PM
Implemented across several commits (starting with 3515e53, ending with 1a820da).

As with the Level Arranger window, the Piece Browser window can be moved to an external display if desired, and its size & location are preserved between sessions.

This feature will be available in the next update.
#42
NeoLemmix Main / Re: [NL open again] All my gre...
Last post by Guigui - November 18, 2025, 11:13:25 AM
I'm opening this question again : my green checks keep disappearing regularly, for apparently no reason.

As Turrican explained above, I did not (for sure) used the "clear records" button, nor changed any settings or deleted any files userdata.nxsv in my installation. However all my green checks still disappear regularly, like once every 2-3 weeks.

Of course I can restore them with Mass Replay Checks, but this takes some time and I am not even sure which pack I need to run the replay on. I also noticed that the Mass Replay Check may not validate each level (some of them appear as failed), but when I run the replay manually, it validates. This is not the biggest trouble though.

Finally it may be worth noting that I run the game on Ubuntu via Wine. Any idea on why my green checks disappear now ? I love to see them, reminds me that I can actually clear levels and helps me move forward to the next.
#43
Levels for other engines / Re: [ Lemmix ] Mikes Lemmix P...
Last post by kaywhyn - November 18, 2025, 09:04:29 AM
Hi @Turrican,

I finally got "Spaces within spaces" solved and thus I have solved all of your Lemmix pack! :thumbsup: Incredible, the one I thought very unlikely I would ever get solved, but nope, looks like I managed it just fine :laugh:

Anyway, my replays are attached :)

Also, link to my playlist of video solutions for this pack:

Kaywhyn's Playlist of Video Solutions to Turrican's Mike's Lemmix Pack

Enjoy! :P

General Feedback

As the name of the pack says, this pack of Turrican's is for Lemmix. However, as Lemmix can be super tricky to setup correctly, I would recommend playing on CustLemmix, especially as it plays exactly the same as Lemmix and even has the same features with the time skip, rewinding one second, and framestepping both forwards and backwards but is much easier to use. CustLemmix is essentially my go-to to play custom Dos/Lemmix packs, for which nearly all the packs available on the Lemmings Level Database can be played on it. Alternatively, you can now simply play the levels on the site itself.

Two of the levels in this pack are essentially sequels to two of Clam Spammer's Oh No! More Lemmings Tame challenges with the same level title. A few others were inspired by challenge solutions that Turrican saw on YouTube. Finally, as the description in the OP and LLD says, several levels in the pack require various glitches to be solved. As such, this pack is quite difficult, and you have little chance of solving all of the pack if you aren't well-versed in the different glitches present in Dos Lemmings. As a matter of fact, as I recently solved all of Akseli's, tseug's, one of geoo's packs which explores a really obscure glitch, and both of Clam Spammer's ONML Tame challenges packs, I asked Turrican if he thinks I'm more than ready to take on his Mike's Lemmix pack, for which he told me that I am. Even then, there were still a few levels that I couldn't figure out for a while, but just like the other Dos/Lemmix packs I mentioned, I eventually chipped away at the remaining ones with some dedication and perseverance, as I was also determined to get all of Mike's Lemmix Pack solved! :thumbsup:

As I've already seen most of these from Turrican's Mike's Lemmings pack for NL, I'm just going to give feedback on the new levels, as well as probably The Crystalline Fortress since this is the glitch version that isn't present in the NL pack:

Spoiler
5 - The Crystalline Fortress Ok yea, nothing that I'm not familiar with, since I know the stuck climber glitch all too well. The difficulty is simply getting a Lemming stuck so that he can slowly climb and ascend through the terrain. It apparently doesn't work if you try it on ground level and need to get it stuck in the wall along with a step/staircase of some kind. However, it does work, as I have learned from another level in this pack that it requires the blocker to be removed in order for the stuck climber glitch to actually work. I've managed to save plenty of skills here, but I'm sure this is still an acceptable solution ;) Also, interesting that the RR is 0.

6 - Now you're stuck ( part 2 ) - One that I was indeed stuck on until an idea came to my mind: Isn't it just get multiple Lemmings stuck in the wall? I tried that and sure enough that was the answer! One annoying thing is when trying to get Lemmings facing to the left getting stuck in the wall. Several times I would put a blocker close enough to the steel block but the Lemmings that are close to it would just go past the blocker. Hence why I had to make some Lemmings build and then quickly set a nearby Lemming to block in order to achieve getting them stuck. Two solutions, the second of which is a much nicer way to do the level since it allows you to save way more builders this way instead of like the first one where I had to frantically assign builders as they came to the gap.

7 - The squares fight back (part 2) Admittedly, I was spoiled here, but that's only because shortly after I had completed the original level by Clam Spammer I watched your video to compare, and in that video you show two solutions to Clam's level. Even if I wasn't accidentally spoiled here, I'm sure I would had eventually figured out that you're supposed to get a stuck climber to slowly ascend high enough in order to leave a builder step to make the fall survivable, given that you cannot use the glitch where climbers fall a pixel away from the wall at the very end due to the gap not being wide enough. Definitely a very long and tedious level for my liking, even with the time skips. That's why you see me just brute forcing my way through the top rather than build more lengthy bridges at the bottom :P

8 - Spaces within spaces As mentioned on Discord, I thought it highly unlikely I would get the level solved even though I know the stuck climber and giant leap glitches are required. Indeed, I had tried the compression method here before, I guess I wasted at least 1 or 2 builders before and hence didn't have enough to later do the glitches. This is another one where I did see your challenge solution to completing Taxing 4 in a minute, but it doesn't matter, since it should be really obvious that the giant leap and stuck climber glitches are the only way to get them home on this level due to the indestructible steel block covering up the exit completely. So, I guess I really did beat the odds here and got the level solved after all! :laugh:

Also, I forgot to point out that the wheel traps don't kill the Lemmings on ground level. They probably do work if you build near them. I haven't checked the ones that are upside-down, only the upright up ones.

9 - Science from the 4th dimension Backroute as you have told me on Discord. It's definitely one of the hardest levels of the pack. Indeed, the top entrance is the hardest to figure out, but this is another case of an idea came to me all of a sudden, where I thought, wait, blockers have the ability to disable traps! Thus far, they have commonly been used to cancel steel areas, so your level is pretty unique in this regard of requiring one to disable the steam blower trap. It took me a while to come up with this idea even though I had previously seen this in the final level of geoo's pack that requires disabling the L1 Fire fire coalboxes with blockers. Nice level and I can't believe I failed to realize how very close the left side of the level is to the left edge boundary! I was actually wondering if climbers will climb up the boundary like they do on Lemmini, but I guess they don't on Dos. Good to know, this is something new I learned despite having grown up with the Dos version of Lemmings! 

Thank you for this pack Turrican and well done with it! :thumbsup:     
#44
Contests / Re: Level Design Contest #33 -...
Last post by Armani - November 18, 2025, 06:53:02 AM
@Crane  :crylaugh:  :crylaugh:

I can give you(and someone else!) some hints on my levels:

R1: Pretty much every skill already has a fixed place to use, except for one or two - and those are the key to solving the level.
Spoiler
You should start by sending one worker to the left (give him a climber and a floater + use a blocker to contain the crowd). The worker's first task is to dig down. Where to dig is the main part of the puzzle and once you figure that out the rest of the solution will fall into place naturally.

R2: I thought my R2 was the easiest one. I crammed a bunch of new NeoLemmix quirks into it, so the unfamiliarities may have added up and made the level feel trickier than it actually is.
Spoiler
First, the two workers must meet on the lower floor and build a bridge together. After that, one of them should go back upstairs to complete his own task.

R3: This one is a bit difficult, I agree. First, you have to figure out which pick-ups you actually need. Some of them look easy to reach and seem to require only a few skills, but they're actually dead ends.
Spoiler
Near the starting area, there's a pit with a basher pick-up. You need that basher, but you can't let the crowd fall in and get stuck, meaning you must send only one worker to collect it, and then save him with a climber. You also need to collect one floater. There are two floater pick-ups in the level, but one is a red herring. The one in the top-right is the red herring.
#45
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by Simon - November 18, 2025, 05:36:10 AM
I'll have time to look at the code together on Saturday, November 29th. Does that suit you? I'll have time all day and you can pick the time.

-- Simon
#46
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - November 17, 2025, 11:41:19 PM
Quote from: Crane on November 17, 2025, 10:23:19 PM
Note about kaywhyn's R3
I was going to dig away the left pillar to show off, but it's actually pretty dangerous because the lemmings follow the climber, and it risks causing them to splat as they fall down the digger shaft that's tunnelled to set up the miner.

Indeed, you're correct about this alternative. It does work, but it cuts it very close. I do plan to make a no pickups version of the level for my Lemmings Memories pack and I'll have to check if the alternative still works. I do plan to increase the Lemming count and maybe different entrance arrangements, but even then I could always reduce or even eliminate the possibility by

Spoiler
making the catwalk shorter

QuoteP.S. I'm pretty sure this is the intended solution to kaywhyn's R1!

Yup, intended! Great job! :thumbsup: I knew this one would be no problem for you since you use something similar in Lemmings Cranium but here I added a bit of a twist to it so that it's still pretty nasty for those who aren't aware of the main trick. Hence, it could very well still be a final rank level for my pack, though maybe the difficulty is drastically reduced thanks to there not being that many possibilities? I'll leave it as a final rank level for now and wait for further feedback!

Spoiler
This one actually has two intended ways, since the basher and miner are interchangeable! :)
#47
Contests / Re: Level Design Contest #33 -...
Last post by Crane - November 17, 2025, 10:23:19 PM
Now to solve your patched levels when the time comes!
Note about kaywhyn's R3
I was going to dig away the left pillar to show off, but it's actually pretty dangerous because the lemmings follow the climber, and it risks causing them to splat as they fall down the digger shaft that's tunnelled to set up the miner.
P.S. I'm pretty sure this is the intended solution to kaywhyn's R1!
#48
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - November 17, 2025, 10:02:13 PM
@Crane

R1 - Backroute as you might had guessed. Doh, that was a dumb on my part! :forehead: I thought it was all aligned perfectly on the right side when it was actually offset by a pixel. I've fixed that now for V3 and thanks for catching that! Apparently I forgot to check the x-coordinates this time!

R2 - Backroute as well. Added a button for V2.

R3 - Intended! Great job! :thumbsup: Now to make a version without pickups that hopefully won't be broken for my Lemmings Memories pack once I take them out, as I only plan to use them as a last resort for backroute fixing! :P

Alternatively,

Spoiler
You can dig the left pillar on the far left side with the climber instead of the right pillar. That works too. I thought about blocking this alternative off but I decided to leave it in as another nice way of solving the level ;)
#49
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - November 17, 2025, 09:19:44 PM
Quote from: Crane on November 17, 2025, 04:46:57 PMThese are my solutions... the only levels I haven't yet beaten are, unsurprisingly, Armani's!

The solutions for my levels are all fine!  :)
#50
NeoLemmix Main / Re: kaywhyn's and Icho's Advic...
Last post by Mindless - November 17, 2025, 05:13:17 PM
This is truly a problem that spans back to the beginning.  LARSPACK, which is likely the first Customize Lemmings level pack ever published, has an unsolvable level.  Oops!  Of course, they didn't have replay files back then, but the underlying problem is the same: "Did you test it?"

This is also why I'm trying (with limited success) to get authors to submit solutions for their level packs on the Lemmings Level Database.  It's not fun playing a difficult level when you're not sure there is actually a solution.