Quick answer: Validate each mod file against a schema (required fields, types, ranges, known enums) before applying it, and skip invalid mods with a clear error instead of crashing.
A single mod with a typo in its JSON crashes everyone's game at load. Because you deserialize mod data directly into runtime objects, an unexpected null or wrong type detonates far from the actual error, making it look like an engine bug.
How to fix it
1. Validate against an explicit schema
Define required fields, types, value ranges, and allowed enum values for each content type. Run mod JSON through that validation before constructing any game object.
2. Fail per-mod, not per-game
Wrap each mod's load in try/catch. If one file is invalid, disable that mod and log the file, line, and field, so one bad mod cannot take down the game or the other mods.
3. Give actionable error messages
Report exactly which key is missing or which enum value is unknown, with the mod id and file path. Modders fix their data faster and you stop fielding false bug reports.
4. Version the data format
Stamp each mod file with a format version and migrate or reject mismatches, so an old mod against a new format is handled deliberately rather than crashing on an unexpected shape.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.