NeoLemmix adds several interactive objects beyond the classic hatches and exits. The following list summarises each object's behaviour.
Teleporters search for a receiver with the same ID using FindReceiverID. When
HandleTeleport detects a lemming inside the trigger area it moves that
lemming to the receiver. Only one lemming may occupy a teleporter at once and
the object's frame toggles while in use. The lemming emerges facing the same
direction unless the receiver graphics are flipped.
Buttons call HandleButton whenever a lemming walks over them. The button
switches frames between pressed and unpressed. Once every linked button is
active HandleExit unlocks the exit and its sprite changes to the open state.
Until unlocked the exit does not remove lemmings.
HandlePickup awards the shown skill when a lemming touches the icon. The
object flips to a blank frame so only the first lemming collects it and the
skill is added to the skill panel.
HandleTrap covers all trap types:
- Continuous traps are always active and cannot be disarmed.
- Discrete traps trigger only while their animation is ready; disarmers can disable them before they fire.
- Single-use traps kill once then switch to a spent frame and become harmless.
Any liquid counts as water. Lemmings drown unless they are swimmers. The trigger height varies per pool so check its physics outline.
One-way fields are non-solid zones that allow passage in only one direction. Lemmings facing the opposite way are turned around. Terrain removal skills do not work on them and builders turn but keep building. Splitters are one-way fields that swap direction each time they are used.
HandleFalling slows falling or floating lemmings when they enter an updraft.
This effectively increases the safe fall distance. Gliders caught in an updraft
rise instead of descending.
Splat pads are also checked in HandleFalling. Any lemming landing on one is
killed unless protected by floating or gliding. They are marked by a red wire
animation.
Force fields push lemmings while they remain inside the trigger area. The
direction of the push comes from the object's orientation and the movement is
handled alongside falling logic in HandleFalling.
Some objects are purely decorative. They may resemble traps or terrain but have no effect on the lemmings. Use Clear Physics Mode if unsure.