- Because of the random "minesweeper" mechanic, it's possible to, like in the original Minesweeper, to hit a "mine" on your first tile. In other words, causing a cave-in on the first block you mine because of bad luck. This is a little unfair since instead of just instantly restarting you've now created a huge mess and ruined your SHP.
- The rubble that appears when an unstable block is nearby is both too subtle and a bit too vague. It's silent, barely visible and doesn't show exactly how many unstable blocks are nearby, just that there's one or more. Also it disappears after a few moments which means if you forget to label that spot by paving it, you have no way of telling if there was rubble there when you come back to the spot later.
1. Add a prospect button for mineable blocks, but unlike Rustroot prospecting have it show the instability of the blocks of it and nearby blocks. For example, if the block you prospect will show rubble when mined out, give a message saying something like "this area seems unstable". The same message will show if you actually prospected an unstable block, meaning you can't just prospect blocks until you find the one that's unstable and mark it. You still have to use minesweeper logic.
2. Have rubble appear when you start mining an unstable block or a block next to it. Similar to the current rubble system but appearing as you're mining the block as well as after the block is mined out.
3. Make rubble leave a permanent clue or a direct indication to how many unstable blocks are next to it. For example, you could make it show a small number on the ground like in Minesweeper. Or make the rubble animation permanent and make it more intense with more unstable blocks.
Adding some short sound / camera shake / message along with the rubble would be great too.