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#51
Help & Guides / Re: Music from Lemmings for Wi...
Last post by gag2000 - February 13, 2026, 07:35:35 AM
Thank you for the testing.

#52
Lix Main / Re: Newbie with very basic que...
Last post by Simon - February 13, 2026, 04:54:11 AM


Here's a way to split a stream of lix into two. It relies on the catapult's cooldown time. Then it delays the non-flung stream in a zig-zag to let the flung stream catch up.

Another way, like Icho explains, is to place two opposing entrance hatches next to each other.

Or you can dig manually out of a pit. But this needs a manual skill assignment.

There is no randomness in Lix. Physics are 100 % deterministic. The chaos is emergent from skill assignment side effects, and from multiplayer interaction. Happy level building!

-- Simon
#53
Help & Guides / Re: Music from Lemmings for Wi...
Last post by WillLem - February 13, 2026, 04:20:26 AM
I gave it a quick test myself earlier and can confirm it's working in RL 2.7. To add these music tracks to any pack, just edit the levelpack.ini so that the following items are placed in the music selection:

# music selection
music_0  = CANCANP.MID
music_1  = LEMMIN1P.MID
music_2  = TIM2P.MID
music_3  = LEMMIN2P.MID
music_4  = TIM8P.MID
music_5  = TIM3P.MID
music_6  = TIM5P.MID
music_7  = TIM6P.MID
music_8  = LEMMIN3P.MID
music_9 = TIM7P.MID
music_10 = TIM9P.MID
music_11 = TIM1P.MID
music_12 = TIM4P.MID
music_13 = TENLEMSP.MID
music_14 = MOUNTAIP.MID

If the levelpack.ini originally had more than 15 tracks, it will be necessary to duplicate part of this list to fill the remaining slots  - or, edit the rest of the levelpack.ini so that the levels never refer to more than 0-14 as the music choice - it's the number after the comma for each level entry, e.g:

fun_0  = 101 Just Dig!.rlv,0 <--- the last number on this line here refers to music track 0
fun_1  = 102 Only floaters can survive this.rlv,1 <--- 1
fun_2  = 103 Tailor made for blockers.rlv,2 <--- and so on...

It may be worth adding the ability to override the default music so that it isn't necessary to edit the levelpack.ini files, which generally shouldn't be edited, particularly if it's someone else's pack. I'll certainly look into this.
#54
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by WillLem - February 13, 2026, 03:07:16 AM
I think we can get it down to just this:

OPTION E: :lemming-icon: TotalLemsAvailable [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (switches to +TotalSaved)

As Simon pointed out, we don't really need the hatch number. Or, we can use the existing hatch number which is displayed when a hatch has a lemming cap; instead of only using this when the hatch is capped, just use it all the time.

#55
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Guigui - February 13, 2026, 12:34:02 AM
Hum hum, this is starting to be kind of crazy how we can turn around for a thing that does not look that important! I'd say the main point is : "display SaveRequirementMinusAlreadySaved on screen at all time".

You're the coder and the one who handles the CE, and I'll be glad any method you choose as long as the main point is fulfilled.

So I'll just give what would be my personnal preference, then what I'd say would be a good compromise with what you suggest, and will leave the decision to you !

OPTION Guigui: :lemming-icon: TotalLemsAvailable [SPACE] :hatch-icon: LemsInHatch [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (stays at 0 when clear, switches to +ExtraSaved)


OPTION Compromise: :hatch-icon: LemsInHatch [SPACE] :lemming-icon: TotalLemsAvailable [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (switches to +TotalSaved)
#56
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by WillLem - February 12, 2026, 11:12:42 PM
Quote from: Simon on February 12, 2026, 09:02:48 PMDon't use red for the benign state (none saved yet) that you see 70 % of the time.

OK.

Quote from: Simon on February 12, 2026, 09:02:48 PMConsider printing {alive in level + in hatch} instead ... Does it still make sense to show a hatch icon then, and not a lemming icon?

Lemming icon is probably better, yes.

Quote from: Guigui on February 12, 2026, 10:33:38 PMAgree with Simon that total number of Lemmings is more important than already spawned. So in the case of :
* 99 lemmings total
* 3 spawned, 96 still in hatch
* 99 to be saved
* 0 already saved
I'd rather see those numbers and in this order :
99 -- 96 -- 0 -- 99

Reading left-to-right, the numbers make more sense in this order:

96 still in hatch (the hatch is where the lems start, so this should be the first number), then ->
99 total lemmings available ->
99 to be saved ->
0 saved (the exit is where the lems finish, so should be the last number)

Quote from: Guigui on February 12, 2026, 10:33:38 PMdisplaying the total required which does not change during the whole level is not a big gain imo

Agreed, ideally none of the numbers being displayed should be static. That's one of the big arguments against nn/nn in the first place (i.e. /nn doesn't change, so why display it?).

When I suggested "ToSave" above, I meant how many still need to be saved accounting for those already saved, not the save requirement itself.

Quote from: Guigui on February 12, 2026, 10:33:38 PMIcon - Total Lems -- Icon - Still in hatch Lems -- Icon - Still to be saved Lems (turns to extra saved Lems if any)

Switching to another number could work, but it should be the total saved, not additional saved. We don't want to ask the player to do sums. Just present the information.

So, maybe one of these options is best:

OPTION A: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION B: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon:  SaveRequirementMinusAlreadySaved (switches to TotalSaved)

OPTION C: :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION D: :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon: SaveRequirementMinusAlreadySaved (switches to TotalSaved)

I think any of these could work.
#57
Lemmini / Re: My first attempt at a leve...
Last post by WillLem - February 12, 2026, 11:01:17 PM
Quote from: hrb264 on February 12, 2026, 09:41:32 PMI had not actually thought of doing that :D

The more levels you make, you'll get to know all the tricks :)
#58
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Guigui - February 12, 2026, 10:33:38 PM
Agree with Simon that total number of Lemmings is more important than already spawned. So in the case of :
* 99 lemmings total
* 3 spawned, 96 still in hatch
* 99 to be saved
* 0 already saved
I'd rather see those numbers and in this order :
99 -- 96 -- 0 -- 99

However, I'm not sure the proposed solution is easy to read for newcomers. Removing an icon space sure allows to display one more number, but displaying the total required which does not change during the whole level is not a big gain imo. I'd stick to the following 3 displays :

Icon - Total Lems -- Icon - Still in hatch Lems -- Icon - Still to be saved Lems (turns to extra saved Lems if any)


#59
Lemmini / Re: My first attempt at a leve...
Last post by hrb264 - February 12, 2026, 09:41:32 PM
Quote from: WillLem on February 12, 2026, 07:37:07 PMif you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
Oh very good! I managed to get it to work - I liked the solution with the digger, I had not actually thought of doing that :D
#60
Lix Main / Re: Newbie with very basic que...
Last post by Simon - February 12, 2026, 09:28:04 PM
Right, always complain about what sucks. Otherwise I can't make things better.

There is no immediate difference between a bug report and a feature request. In both cases, the user wants X, the program does Y, and it shouldn't make a difference whether the programmer/designer wanted X or Y or neither.

Anything that touches physics needs a strong plan for backward compatibility. How much will break in other people's levels? I have control over levels that I ship, but not over what people build in the editor. How quickly will people update, to be able to netplay with each other again? Will it require a change in the level format? This is the most annoying one; people will feed new levels into old Lix and old Lix must react in some way. Many physics ideas go on the backburner, but I still read them.

Tilesets don't necessarily have to be higher quality than what's in NeoLemmix, but they should be at least as nice as what's in Lix on average. Tiles should also be free from copyright restrictions. All existing tiles in Lix are effectively in the public domain (via the CC0 copyright waiver). And, yeah, it's nice if tiles interact nicely with existing tiles. Multiples of 8 or 16 are easy in the editor. Shapes should have clear outlines to make physics easy to see. I recommend against fickle shapes where lix get stuck in unobvious ways. But it's fine to have meticulously detailed paint inside a block of clear outlines.

It's hard to remove tilesets after people make levels with them, tile removal is practically equivalent to a physics change. That's why I'm reluctant to add everything on a whim. Of course, people can still make levels even if the tiles aren't in the main Lix download, but you'll have to tell others to install your custom tiles.

-- Simon