Quick answer: Update the script path in the .tres, register the script with class_name so it is resolved by name, or re-save the resource after fixing the reference.
After moving your ItemData script, every .tres built on it fails to load. The resource file references the old script path. Point it at the new location or resolve the script by class name.
How to fix it
1. Register a class_name
Give the script a class_name so resources reference it by stable global name instead of a file path that breaks when the script moves.
2. Fix the script path in the .tres
Open the .tres as text and update the script ext_resource path to the script's new location, then reload the resource in the editor.
3. Re-save after repair
Once the resource loads again, re-save it so the corrected reference is written back and future loads resolve cleanly.
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.