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Sadly the issue you mention is part of the game's coding on how it handles advanced doors. Isy had the same problem almost two years ago with his Simple Doors script and had to add in a workaround.
I think there is a problem with advanced doors and door status. (The hinged ones)
I made an airlock script and check door status to start next operation. the Open state arrive just when it start opening.
Because I disable doors after their states changed, it stay "closed" (So slightly open).
Is it something on the configuration side of the block, or do you think it hard-coded and is a bug?
The normal doors work as intended.
You're right about the empties. My doors use subpart_HingedDoorPart1 and subpart_HingedDoorPart2 and the empties in each of your construction stages need to have the same names but can link to different models.
Switched to new standalone BlockVariant system
Updated models for original 'Hinged' door versions
Added a new 'Normal' door type, comes in the same 4 tint/clear variants, has offset and centre versions, is available on large and small grid
Though with doors, mount points are important, never have mount points on the front and back as mount points determine which faces are airtight and doors wont act like doors if their mount points are misaligned.
Or just a solid texture of some other kind