Quick answer: Maintain a mutable per-run pool that starts as a copy of the master list and remove each item the moment it is taken, drawing only from that shrinking pool.

If a one-of-a-kind item shows up again three floors later, taken items are not leaving the pool. Keeping a per-run pool copy and deleting items on pickup prevents the repeat.

How to fix it

1. Copy the master pool per run

At run start, copy the master item list into a per-run pool. Draws happen from this copy so the master list stays intact for the next run.

2. Remove on take, not on offer

Delete an item from the run pool when the player actually takes it (not merely when offered), so skipped offers can still appear later.

3. Reset the pool on new run

When a new run begins, rebuild the per-run pool from the master list so removed items are available again for the fresh run.

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.