Quick answer: Track recent picks and either exclude the last result from the next roll or use a shuffled bag so every entry appears before any repeats.

Three identical rooms in a row from a weighted table is statistically normal but feels broken. Adding repetition avoidance smooths the sequence.

How to fix it

1. Exclude the previous pick

When rolling the next item, temporarily remove the last-chosen entry from the table (or set its weight to zero) and normalize the rest, then restore it afterward. This prevents back-to-back duplicates while keeping the overall distribution.

2. Use a shuffle bag for hard limits

Fill a bag with each entry repeated according to its weight, shuffle it, and draw without replacement. The bag guarantees frequencies match the weights exactly and never over-clusters; refill and reshuffle when empty.

3. Apply a cooldown for stronger spacing

Keep a small queue of the last N results and forbid any of them from being chosen again until they age out, giving you tunable minimum spacing between repeats of any single entry.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.