> If there's a trap on a no-dig level, the floor beneath it will always be "too hard to dig into", making it impossible to remove the trap. > > As you can still dig pits in these levels (just not holes), the floor under the trap itself resisting to become a pit seems inconsistent. > > Steps to reproduce: > > Go to no-dig level like Mine's End > Make a trap > Dig a pit next to it -> works > Dig on the trap -> does not work Return more information about the dig_check() results to caller (was just a boolean). Move the messaging that was in dig_check() into a separate digcheck_fail_message() function that uses the expanded return information. Resolves #1254 .
53 KiB
53 KiB