Quick answer: Order autoloads so dependencies come first, or defer cross-autoload access with call_deferred or a ready signal rather than touching it directly in _ready.
Godot initializes autoloads top to bottom in the Autoload list. An autoload that reaches into one listed below it during _ready hits a node that has not run its own _ready yet.
How to fix it
1. Order the autoload list by dependency
In Project Settings > Autoload, drag the autoload that others depend on above them so it initializes first.
2. Defer the cross-access
If two autoloads genuinely depend on each other, move the access out of _ready using call_deferred so it runs after both are in the tree.
3. Emit a ready signal
Have each autoload emit an initialized signal and let dependents wait on it, decoupling startup order from a hard reference at _ready time.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.