Quick answer: Store the exact recipe used to build each piece and refund a configured fraction of those specific costs on demolish, clamped to inventory space.

Players demolish a stone wall and get back wood, or recover full materials and farm the dupe. Both come from a refund that ignores what the piece actually cost to build.

How to fix it

1. Store the build recipe per piece

Save the resolved recipe (the actual item ids and counts) on each placed piece. Refunds computed from a generic table break the moment you add variants or upgrades.

2. Apply a refund ratio

Return floor(cost * refundRatio) for each material, commonly 50 to 100 percent. Refunding the full cost with no loss invites build-and-demolish exploits.

3. Clamp to inventory capacity

If the returned stacks would overflow the player's inventory, drop the remainder as world items instead of silently deleting them.

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.