Quick answer: Sample the reward choices without replacement by removing each picked item from a temporary pool copy before drawing the next slot.
A pick-1-of-3 chest that shows the same relic in two slots feels broken. Drawing without replacement from a copy of the pool guarantees three distinct options.
How to fix it
1. Draw from a copied pool
Copy the eligible item pool into a temporary list, then draw each of the three choices from it and remove the drawn item before the next draw so no slot repeats.
2. Exclude already-owned items
Before drawing, filter out items the player already owns (for unique relics) so the reward room never offers a duplicate of something they hold.
3. Handle a small pool gracefully
If fewer than three eligible items remain, show what is available or fall back to a currency reward rather than padding with repeats.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.