Quick answer: Snapshot the grid state before each collapse so you can backtrack to the last decision on a contradiction, or fall back to restarting the whole solve from a new seed.
WFC contradictions are normal, not a bug in your tileset alone. The fix is giving the solver a way to undo a bad decision instead of crashing.
How to fix it
1. Save state before each collapse
Push the current cell-possibility sets onto a stack right before you collapse a cell. On a contradiction, pop back to that snapshot and forbid the choice you just made.
2. Restart on repeated failure
If backtracking exhausts options at the top of the stack, restart the entire generation with a different seed. Cap total restarts so generation cannot loop forever.
3. Collapse the lowest-entropy cell first
Always pick the undecided cell with the fewest remaining options to collapse next. This minimum-entropy heuristic drastically reduces how often you hit a contradiction in the first place.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.