Quick answer: Recompute the aggregate production rate from all generators and multipliers whenever any of them changes, or compute it on demand, so upgrades take effect immediately.

In an idle game, an upgrade that does not visibly raise income until you restart feels broken. Recomputing the cached production rate whenever an upgrade lands fixes it. Here is how.

How to fix it

1. Invalidate the cache on change

When any generator count or multiplier changes, mark the cached rate dirty and recompute it, so the new income applies on the next tick.

2. Recompute from the source

Derive the total rate by summing each generator's base output times its multipliers, rather than incrementally patching a cached number that can drift.

3. Apply offline accrual at the right rate

Make sure offline earnings use the rate as of the relevant period, and recompute on resume so an upgrade bought before quitting is reflected.

4. Show the new rate

Update the income-per-second display immediately on purchase so the player sees the upgrade took effect, confirming the recompute fired.

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.