Quick answer: Give jobs a priority and let a higher-priority job preempt a lower one's reservation, or always acquire reservations in a global order so a cycle cannot form.
Two haulers freezing mid-task, each holding what the other needs, is a classic deadlock. Because neither agent will release its reservation, the simulation never recovers on its own. Break the cycle either by ordering reservations or by allowing preemption. Here is how to choose and implement it.
How to fix it
1. Order reservations globally
Assign every reservable resource a stable id and require agents to reserve in ascending id order. With a consistent acquisition order no circular wait can form, eliminating the deadlock by construction.
2. Add preemption by priority
If full ordering is impractical, let a higher-priority job steal a lower-priority job's reservation; the preempted agent releases everything, re-queues, and retries, guaranteeing forward progress.
3. Detect and recover
Run a watchdog that flags agents waiting on a reservation longer than N ticks, then forces them to drop all reservations and re-plan, so any missed cycle still resolves instead of hanging the colony.
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.