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Man -- I cannot tell you how relieving it is to know it's not just me that's run into that airlock bug. It was absolutely maddening, and we were convinced that somebody had broken something accidentally while running around trying to repair stuff without realizing it. Thanks for the confirmation here.
What I did before was just unhook the door and hatch sig_out feeds from the AND component -- so the airlock cycle button worked from the nav console, but door buttons would still need to be opened and closed manually. It was annoying since that wasn't what we'd gotten used to from stage one, but it was workable -- and most importantly, didn't require us to start our campaign over.
Sure enough though, I took your input and rewired the doors as they were before in a new lobby, and everything's working again.
Really weird bug, but at this point I'm just glad it's an easy fix. Thanks again for the input on this one -- really appreciated!