Quick answer: Deposit once on entering the drop-off, immediately clear the worker's carried amount, and guard against re-depositing while still overlapping.

If hauling 10 wood adds 30 to your stockpile, the deposit is firing repeatedly during overlap. Depositing once and clearing the load fixes it. Here is how.

How to fix it

1. Deposit on enter, not on stay

Trigger the deposit from body_entered/area_entered rather than a per-frame overlap check, so it runs once when the worker arrives.

2. Clear the carried amount

Immediately set the worker's carried resources to zero after adding to the stockpile, so even a stray repeat call has nothing left to add.

3. Guard with a state flag

Use a has_deposited or worker state (returning vs gathering) so the deposit is impossible to run twice for one trip, and reset it when the worker heads back out.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.