anchor.diff:  				update_visuals(air)
   
   			if(air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
  +				reset_delay() //hotspots always process quickly
   				hotspot_expose(air.temperature, CELL_VOLUME)
   				for(var/atom/movable/item in src)
   					item.temperature_expose(air, air.temperature, CELL_VOLUME)
  
positive.code: 							else
  								if(enemy_tile.current_cycle < current_cycle)
  									connection_difference = air.share(enemy_tile.air)
  
  								//I've commented out temp resetting for now.
  								//In low-pressure situations, the temp fluctuates too much, leading to hull breaches causing massive reupdate checks
  								//We can replace this with a heat capacity comparison if it proves to be necessary
  								//if (temperature_trigger)
  								//	reset_delay()
  								//	enemy_tile.reset_delay()
  
  							if(active_hotspot)
  								possible_fire_spreads += enemy_tile
  
negative.code: 						var/turf/simulated/enemy_tile = get_step(src, direction)
  						var/connection_difference = 0
  
  						if(istype(enemy_tile))  //enemy_tile == neighbor, btw
  							if(enemy_tile.archived_cycle < archived_cycle) //archive bordering tile information if not already done
  								enemy_tile.archive()
  
  							var/delay_trigger = air.compare(enemy_tile.air)
  							if (!delay_trigger) //if compare() didn't return 1, air is different enough to trigger processing
  								reset_delay()
  								enemy_tile.reset_delay()
  
  							if(enemy_tile.parent && enemy_tile.parent.group_processing) //apply tile to group sharing
  								if(enemy_tile.parent.current_cycle < current_cycle) //if the group hasn't been archived, it could just be out of date
  									if(enemy_tile.parent.air.check_gas_mixture(air))
  										connection_difference = air.share(enemy_tile.parent.air)
  									else
  