Not sure what is going on here. It says a node with no name attached to no script is leaking when I exit my program?

Here is what it looks like when I print stray nodes just before I exit the program:

Does anyone know what this means and how I can fix it?
Also, how do I fix the orphan stringnames? They are all signals used in my game.

    godotMonoNoob according to the error messages, you are likely remove_child() instead of queue_free() to remove some nodes. That's why you have stray nodes. Somewhere your nodes are vanishing, hence the orphan strings. (They can't be signals if their "emitter" isn't there?) Not sure about the "stray nodes" though.

    However, you're also coding in Mono it seems - and that could be a different ball of wax.

      SnapCracklins I dont use remove child anywhere in my code, only queuefree. What I have found during testing is that creating an instance of a class eg
      PelletPowerup pellet1 = new PelletPowerup(); has caused a stray node of type sprite with no name to appear and Orphan StringName: Sprite to appear. This leads me to believe it could possibly be an error with Godot Mono because I'm using C#?

      Most of the orphan strings have the same names as my signals, leading me to believe they have something to do with them.