Stellaris - Built gateway not usable if never been to a generated gateway system

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Michael Kim

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Description
Built gateway not usable if never been to a generated gateway system

Game Version
2.0.2 5b9d

What version do you use?

Steam

What expansions do you have installed?
All of the above

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
(This save was created in an earlier build of 2.0.2, so I don't know if it was messed up because of that)

From the patch notes:
* It is now possible to get the gateway activation tech if you know any other empire that has the technology

So I researched both gateway activation and gateway construction techs despite never been to a system with a generated gateway. I built gateways myself but can't use them.

Steps to reproduce the issue.
Get gateway techs and build gateways before going into a gateway system.

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PyroBlade_Knight

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Yes

EDIT: Well, only the Opriiuq one.. But apparently the bug is not about having access to a system or not.
If it's still saying the "haven't explored" error and it's under your control, it's definitely a bug. If it's under an enemy's control, they probably have their borders closed and the error message got jumbled up with another maybe.
 

Michael Kim

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If it's still saying the "haven't explored" error and it's under your control, it's definitely a bug. If it's under an enemy's control, they probably have their borders closed and the error message got jumbled up with another maybe.

I understand, but that's not the case. I built two gateways but pathfinding was not using them. I then tried to explicitly order a science ship to travel through the gate, and the screenshot is what happened
 

pdemon

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I encountered this issue as well and was able to track it down to the empire attribute "seen_bypass_types" which is only modified by the ship event apoc.1 noted as "Encountered Abandoned Gateway".

Here's the attribute with both possible values:
Code:
seen_bypass_types={
                gateway wormhole
}

Here's the event for reference (it's located in events/apocalypse_events.txt):
Code:
# Encountered Abandoned Gateway
ship_event = {
   id = apoc.1
   title = "apoc.1.name"
   desc = "apoc.1.desc"
   picture = GFX_evt_drifting_gateway
   show_sound = event_radio_chatter
   location = FROM
   
   is_triggered_only = yes
   
   trigger = {
       owner = {
           NOT = { has_country_flag = encountered_first_gateway }
       }
       FROM = {
           has_star_flag = abandoned_gateway
           any_system_megastructure = { is_megastructure_type = gateway_ruined }
       }
   }
   
   immediate = {
       FROM = { save_event_target_as = gateway_system }
       owner = {
           set_country_flag = encountered_first_gateway
           add_seen_bypass_type = gateway
       }
   }   
   
   option = {
       name = INTRIGUING
   }
}

I think add_seen_bypass_type = gateway should be added by the completion of the gateway reactivation tech. This would mean that only races with the tech unlocked would be able to use gateways - even those in empires with which they were allied - which is potentially an unintended side effect.

Alternatively, it could be added any empire on their first contact with any gateway system, however, this approach might generate spurious event checks? I'm not sure how these things are implemented in the backend.

On other approach would be to trigger it on the construction and/or reactivation of a gateway if it has not already occurred for a given empire, however, this has the same downside as the first option.
 

Eriphilus

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Hello,

I think there is a bug regarding Gateways.
It seems that if I cannot find a pre-defined gateway in game, I can't travel through one if I manage to build it.

I have all stellaris vanilla installed with last v2.0.2 patch installed and no mods.

index.php
 

g4borg

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I think add_seen_bypass_type = gateway should be added by the completion of the gateway reactivation tech.
unfortunately it depends on the code, as set_country_flag = encountered_first_gateway could also be the one checked for, but as far as i saw the gateway popup isnt scripted (?)
most likely its fixable with a simple OR in the requirements to country_flag gateway_built or technology checks.

but yes, this persists in 2.0.2 [9b47]

if you never encounter a ruined gateway, you might end up not be able to use a gateway you just built yourself. if you do not realize this early on, you might end up in a game where there is no ruined gateway left.
 

Muhrks

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if you never encounter a ruined gateway, you might end up not be able to use a gateway you just built yourself. if you do not realize this early on, you might end up in a game where there is no ruined gateway left.

What just happened to us. Sadly, you cannot use the console in multiplayer matches, to trigger this event for all people, so we have to life without, i guess. Please fix it soon*TM :)
 

pdemon

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unfortunately it depends on the code, as set_country_flag = encountered_first_gateway could also be the one checked for, but as far as i saw the gateway popup isnt scripted (?)
most likely its fixable with a simple OR in the requirements to country_flag gateway_built or technology checks.

but yes, this persists in 2.0.2 [9b47]

if you never encounter a ruined gateway, you might end up not be able to use a gateway you just built yourself. if you do not realize this early on, you might end up in a game where there is no ruined gateway left.

The check you're referring to is the trigger for the action in event apoc.1 located in events\apocalypse_events.txt. Really all we need is a way to trigger the immediate effect which includes running the command add_seen_bypass_type = gateway. That's the only part of this which actually matters as it add the gateway flag to the empire modifiers. If you have a game where this has happened you can manually add it to the save file in the seen_bypass_types block for the target empire.
 

pdemon

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This problem seems to be still present in 2.0.2 d07e, at least loading a previous save

Yep. No change, I've been looking at the files and I think the easiest way to fix it might be to simply include the add_seen_bypass_type = gateway command to the immediate effects of event apoc.11 - the new gateway constructed event. Something like this:

Code:
# New Gateway Constructed
country_event = {
    id = apoc.11
    title = "apoc.11.name"
    desc = "apoc.11.desc"
    picture = GFX_evt_drifting_gateway
    show_sound = event_radio_chatter
    location = from
  
    is_triggered_only = yes

    trigger = {
        #FROM = { is_megastructure_type = gateway_final }
        NOR = {
            has_country_flag = gateway_reactivated
            has_country_flag = gateway_built
        }
    }
  
    immediate = {
        from = { save_event_target_as = gateway_system }
        set_country_flag = gateway_built
        if = {
                        limit = {
                                NOT = {
                                        has_seen_any_bypass = gateway
                                }
                        }
                        add_seen_bypass_type = gateway
        }
    } 
  
    option = {
        name = EXCELLENT
    }
}

Updated with better code that actually checks to see if you've "seen" gateways already.
 
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