Quick answer: Recompute coverage with a flood fill from active sources whenever the utility network changes, clearing and reassigning the covered flag on every reachable building.

If a building keeps its lights on after you bulldoze the only power plant, your coverage is cached and never invalidated. Removal must trigger a recompute. Flood-fill coverage from live sources on every network edit. Here is how.

How to fix it

1. Flood fill from sources on change

When a utility node is added or removed, clear coverage on the affected network and re-flood from each active source through connected conduits, setting the covered flag only on reachable buildings.

2. Scope the recompute to one network

Track connected components so you only re-flood the network that changed, not the whole map, keeping the update cheap even on large cities.

3. Drive building state from coverage

Make building operation read the freshly computed coverage flag each tick, so a building goes dark the moment it loses its source rather than running on a stale value.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.