Quick answer: Give loot, terrain, and each other subsystem its own RNG stream derived from the master seed, so one system's number of draws never affects another's results.
If certain biomes always drop certain loot for no designed reason, your subsystems share one RNG stream. Splitting streams decouples them and stabilizes seeds.
How to fix it
1. Derive a stream per subsystem
From the master seed, create a separate RNG instance for each subsystem by hashing the master seed with a fixed system id. Terrain, loot, and spawns then each have an independent sequence.
2. Never share an RNG across systems
Pass each subsystem its own RNG rather than a global one. A change to terrain's draw count then cannot ripple into loot, so the same master seed reproduces the same loot regardless of code changes elsewhere.
3. Seed sub-streams positionally if needed
For per-chunk or per-room loot, seed the loot RNG from the master seed combined with the chunk coordinates, so a given location always rolls the same loot independent of visit order.
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.