Quick answer: Connect signals once (in _ready or the editor, not both), check is_connected before connecting, or use a one-shot or deferred connection where appropriate.
The already-connected error means the same signal-to-callable link was made twice. Connecting once fixes it. Here is how.
How to fix it
1. Connect once
Make the connection in a place that runs a single time, like _ready, and not also in the editor. Connecting in a function that runs every time a node enters the tree, or in both editor and code, duplicates it.
2. Guard with is_connected
Before connecting, check signal.is_connected(callable) and only connect if it is not already. This makes a repeated connect call safe.
3. Disconnect when reconnecting
If you legitimately reconnect (reusing a pooled node), disconnect first, or connect with the one-shot flag so the link is removed after firing and does not accumulate.
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.