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its only a problem if you need the revenue from the gates, or if you need to level up the park to gain access to higher-level buildings.
Whenever you place a vanilla park gate at a street the counter may break if you ad a node nearby . This means , if you ad a road between existing nodes , the zoning squares may change and break the gate .
Read the guide above , it is a good one and explaines another issue very well .
The vanilla gates are very fussy at sloped terrain too . For that reason l use workshop assets instead the vanilla ones
https://steamcommunity.com/sharedfiles/filedetails/?id=1750929588
Btw , yes if they can and have the time to do so , they avoid the gates and do a little detour up to 10 squares to save up money
Sometimes the node of the first piece of path is too close to the road and the pedestrians appear not to interact with the park gate at all (I found this was the case when I deleted one of the park gates and the path remained connected to the road without recalcualting). I was able to solve the no-visitor issue consistently by using the anarchy mod and dragging the park gate further out from the road so that the path node was too far to connect on it's own.