Quick answer: Load mod assets using the correct user:// or absolute path where the mod is installed, and either mount a .pck or load files explicitly rather than assuming res://.
Your Godot mod works in the editor but cannot find its textures or scenes in an exported game. The cause is using res:// paths for files that, once installed, actually live under user:// or an external mods directory not baked into the export.
How to fix it
1. Use the install path, not res://
Reference mod files by their real location (user://mods/... or an absolute path), since res:// resolves into the exported game's read-only filesystem, not the installed mod folder.
2. Mount a .pck for res:// access
If the mod ships a .pck, mount it with ProjectSettings.load_resource_pack so its files become available under res:// paths and normal load() calls resolve them.
3. Load loose files explicitly
For loose images and JSON, read them with FileAccess or Image.load from the install path rather than preload/load, which expect res:// resources baked at export.
4. Verify the path exists first
Check FileAccess.file_exists before loading and log the resolved absolute path, so a missing or mistyped mod path produces a clear message instead of a silent null.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.