Quick answer: Iterate the recipe's full output list, grant each result, and spill any stacks that do not fit to the world instead of aborting on the first failure.

Smelting ore gives the ingot but never the slag byproduct, or charcoaling wood yields charcoal but no tar. The crafting routine is only handling the first output entry.

How to fix it

1. Loop all outputs

Treat outputs as a list of item-and-count pairs and grant each one. Code that returns a single result type structurally cannot deliver byproducts.

2. Handle partial inventory space

If an output stack does not fit, add what fits and drop the remainder at the station. Aborting the whole craft when one byproduct overflows is a common silent-loss bug.

3. Roll chance-based byproducts independently

For probabilistic byproducts, roll each output's chance separately rather than gating them all on one roll, so rare extras appear at their intended rates.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.