Quick answer: Consume the recipe ingredients in the same step that grants the output, and recompute craftable count after each craft instead of trusting the preview.
Shift-click crafting should grant exactly one output per valid ingredient set. Doubling happens when the grant and the deduction are not in the same atomic step. Here is the fix.
How to fix it
1. Deduct and grant in one step
Move ingredient removal into the same function that adds the output. Never grant the result based on a cached preview that has not yet had its ingredients consumed.
2. Recompute craftable count each iteration
For bulk shift-click crafting, loop while ingredients remain, recomputing how many crafts are possible after every single craft so a stale count cannot grant extra outputs.
3. Debounce the result slot
Lock the result slot while a craft is being committed so a second click that arrives before the first finishes is ignored rather than triggering a duplicate craft.
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 Godot 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.