Quick answer: Give effects explicit priorities and resolve them in a sorted, deterministic order on pickup, and separate immediate-on-pickup effects from continuously-recomputed passives.

If grabbing the same items in the same run sometimes gives different numbers, your pickup effects are resolving in a nondeterministic order. Sorting them by an explicit priority fixes it.

How to fix it

1. Assign an explicit effect priority

Tag each effect with an integer priority and sort the pending effects before applying them, so order is defined by design rather than by hash iteration.

2. Separate one-shot and passive effects

Apply one-shot on-pickup effects (instant heal, gold) immediately, but model stat-changing passives as modifiers that get folded in during a full recompute that is order-stable.

3. Make recompute the source of truth

For anything that affects stats, never accumulate the pickup's delta directly; add the item to the owned list and recompute the stat from all items so order no longer changes the outcome.

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 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.