Fixed a bug that artifact gas creation was not respecting the storage… - #548
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Sendir wants to merge 3 commits into
Open
Fixed a bug that artifact gas creation was not respecting the storage…#548Sendir wants to merge 3 commits into
Sendir wants to merge 3 commits into
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…he amount you spray" This reverts commit e97f5cb.
Zetaplx
approved these changes
Aug 6, 2026
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About the PR
Artifact gas-creation effects (
XAECreateGasComponent) now release their gas into the atmosphere they're actually enclosed in, instead of always dumping it onto the floor tile. If the artifact (or the player holding it) is sealed inside an airtight container — a locker, crate, cryopod, mech, etc. — the gas goes into that container's internal air. Only when out in the open does it release onto the tile and adjacent tiles as before.Why / Balance
Previously, activating a gas-creating artifact while sealed inside a locker/crate leaked the gas straight through the container onto the surrounding tiles, ignoring the seal. Every other gas source (reagent effects, trigger effects) already respects container atmospheres via
GetContainingMixture; this effect was the odd one out, writing directly to the tile. This makes artifact gas behave consistently with the rest of atmospherics and with player expectations — a sealed container should hold the gas until it's opened.Technical details
XAECreateGasSystem.OnActivatednow walks up the containment chain from the artifact (artifact → holder → container) and releases the gas into the first exposed mixture it finds (TryGetExposedMixture), which for an airtightEntityStorageis that container'sAir. The walk is needed because the artifact is often nested (e.g. held by a player who is the one actually inside the crate), so the exposed mixture lives on an ancestor rather than the artifact itself. If no enclosing airtight mixture exists, it falls back to the original local-tile + adjacent-tile behavior unchanged.Requirements
Breaking changes
None.
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