Quick answer: Wrap every mod entry point in an error boundary that catches exceptions, disables the offending mod, logs the stack, and lets the game and other mods keep running.

Players report random crashes that turn out to be caused by one installed mod, but the crash takes down the base game and every other mod with it. The root cause is calling mod hooks with no isolation, so any mod's bug is fatal to all.

How to fix it

1. Wrap every mod callback

Invoke mod hooks through a guarded dispatcher that try/catches each call. An exception in one mod's OnUpdate must not unwind into the engine loop.

2. Disable a repeatedly-crashing mod

Count failures per mod. After a threshold, disable that mod for the session and show a message, so a mod that throws every frame does not spam logs or stall the game.

3. Capture the failing mod in reports

Attach the offending mod id and stack to your bug report, so crash reports point at the actual mod instead of looking like a base-game fault.

4. Keep mod failures off the critical path

Never let mod code run inside non-recoverable engine paths (save serialization, render submission) without a boundary; isolate it so one mod cannot corrupt core state.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.