Quick answer: Register the station in a persistent unlocked-stations set the first time the player activates it, and build the travel map from that set so it shows up immediately.
Fast travel only helps if a station you activated is instantly available as a destination. Add it to the unlocked set on first activation and persist it.
How to fix it
1. Register on first activation
When the player interacts with a station, add its id to a persistent unlocked_stations set right away, not on room reload, so the network updates the moment it is found.
2. Build the travel map from the set
The fast-travel screen lists destinations from unlocked_stations, so any newly added station appears immediately and the current station is marked as the origin.
3. Persist and validate destinations
Save the unlocked set, and when warping verify the target still exists and place the player at the station's defined arrival point so travel never drops them out of bounds.
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 Godot 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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.