What everi. Its seems you not like me and im like you.
I have nothing against you.

I’m merely trying to make you aware of why New Formats NeoLemmix has the mechanics it has.
BTW Crane will kill you when you ruin his level.
Well, I’m not ruining anyone’s solutions here.

But there’s obviously a difference between a player breaking a level by finding a backroute, and the engine developers breaking a bunch of levels by changing something about the general physics of the engine.
Some players, in turn, are also mad at level creators, when the creator “breaks” their solution by fixing a backroute.
However, all that demonstrates is that this solution was never an intended one in the first place.
And especially when somebody is pre-release-testing a pack, they kind of have to expect that the level creator will repeatedly break their solutions, until as many backroutes as possible have been fixed.
I´ll personally loadedd Neolleminhs 12. 5 with current best. Im not want we make change here.
As I’ve stated, direct drop into exits has not been an intended part of NeoLemmix for years. If it somehow reappeared now, that is a bug / glitch, not an intended behaviour. And solutions should not rely on bugs or glitches.
To give you a similar case, in Lemmings Open Air I originally used the old Glider behaviour to have a Glider jump on top of a Stacker’s stack, by assigning a Shimmier to him right in front of the stack. When Glider physics were changed while Lemmings Open Air was in development, I had to adapt the solutions of those levels.
That actually
was a new physics change. Direct drop into exits is not; it will merely be a bugfix.
I did Super Lemmings Demopack. I´ll knew its full amount bugs, so i let its shorth. I´ll see it laterly totally broken. So i´ll want make levels neolemmings.
This is why WillLem warned us that SuperLemmix is still in development. 
Hence, I’ve halted my development of any SuperLemmix levels. Among others, because Shimmier physics are about to change for version 2.6, with shimmying Climbers being able to turn around upward corners. If I create solutions where the Shimmier still behaves in the previous manner (i.e., like in NeoLemmix), I would already know now that I’ll have to adapt those solutions later.
Yes, NeoLemmix is stable, and will not undergo any fundamental physics changes anymore — while in SuperLemmix, a lot of the intended physics haven’t even been decided on yet (including things such as assigning Blockers to Swimmers etc.).
However, “stable”, at least for the time being, as Proxima has outlined, does not mean “no more bugfixes if bugs are discovered,” and direct drop into exits, as people have told you, is a bug — not an intended behaviour in NeoLemmix.
Serisolusöy talkinmg about. Most we who are make large pack don´t want those replays got broken. You only can imagine 600 levels one by one. I did once and its take me 2 weeks and 12 hours per day about.
As the creator of Lemmings World Tour, the largest pack in existence, I can assure you, I totally know this from experience — I don’t need to imagine it. 
I’ve first faced this issue during the conversion of the pack from Old to New Formats, as explained in my previous post; now, I’m facing it again with the conversion to SuperLemmix. Mainly because of all the levels where Stoners need to be replaced with Freezers.
Then again, for reasons stated above, I’ve halted all development of my SuperLemmix content until WillLem gives the official “go!”, combined with the assurance that physics will remain stable for a while. That includes conversion of my existing packs to SuperLemmix. Right now, I totally understand WillLem needs the freedom to decide the physics of SuperLemmix as he sees fit, independently of existing content — precisely in order to avoid larger physics changes later, when there will already be more existing SuperLemmix content.
Animation bygs is one idea whih most advance player use. Its seems bug, but IMO its extreme technique.
That depends on your definition of “an advanced player”. I assume you already honed your Lemmings skills back with the original Lemmings games, if you’ve been playing that long.
NeoLemmix in particular, however, has deliberately moved away from the original DMA Lemmings games in quite a few ways. And “animation bugs”, or deceptive elements in general (manual steel, hidden traps and exits etc.), are precisely those elements that the NeoLemmix community by and large has grown to frown upon. Then again, those are not features a player can use — only a level designer — so they have nothing to do with level-solving skill.
The behaviour you’re referring to, with oh-noers being able to exit in midair, is not merely an animation bug, but an actual (albeit accidental) part of game physics. It’s something that currently seems to work, but it is not consistent with player expectations — if players normally constantly experience that regular Fallers can’t exit in mid-air.
If I remember correctly, back when that discussion was ongoing (see below), we briefly considered whether Floaters or Gliders that are turned into Bomber or Stoners (=oh-noers) should still be able to exit in midair, since they are still Floaters or Gliders, respectively. And then, the reasoning was that they shouldn’t, because they need to drop their parachutes in order to put their hands on their heads to oh-no.

It was purely accidental that oh-noers were overlooked when other states were banned from exiting; this was fixed in the next update after it was noticed. Much later, someone noticed that stoner oh-noers could still exit because they hadn't been specifically prevented; this was also immediately fixed.
Thanks for the context, Proxima!
I think I remember trying something like this out. But if I recall correctly, I was trying to use the oh-noer state to save a lemming from splatting, by making an oh-noer fall and land in the exit before splatting. This was actually on solid terrain, though, as far as I remember. Perhaps it was just something about oh-noers being unable to splat.
Either way, it did not work, because I discovered that oh-noers can’t even fall far enough to cover splat height before they explode. So that solution never came into existence in the first place.
