Quick answer: Record the per-refill random tiles (or the RNG seed and call order) alongside the moves so replay reproduces the exact same spawns and the board stays in sync.
A replay must reproduce the original board exactly. If it diverges after the first cascade, your refill uses fresh randomness instead of the recorded sequence. Capture the spawn randomness, not just the moves.
How to fix it
1. Record the RNG, not just moves
Either log each refilled tile's value in order, or capture the seed and ensure refills consume the PRNG in the exact same sequence during replay.
2. Reseed before replay
If you use a single deterministic PRNG seeded at level start, reseed it identically before replaying and route every random spawn through it in the same order.
3. Validate with a checksum
Hash the board after each move during the original play and during replay. A mismatch immediately pinpoints the move where divergence began.
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.