Quick answer: Derive adjacency automatically by comparing the touching edges of every tile pair, accounting for rotations, instead of hand-listing rules you can get wrong.
If your WFC output has roads that stop mid-tile or water that meets grass with no shore, the adjacency rules are lying about which tiles fit together. Generate them from the tiles.
How to fix it
1. Encode each tile edge as a socket
Give every tile edge a socket id derived from its border content. Two tiles may be neighbors only if the touching sockets are compatible (equal, or symmetric for asymmetric edges).
2. Account for rotations and flips
If you allow rotated tile variants, rotate the socket ids with the tile so a rotated road connector still only matches another road connector on the correct side.
3. Validate the rules against samples
Before generating, assert that every adjacency in your hand-authored example maps appears in the derived rule set. A missing pair means your socket derivation is wrong, not the solver.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.