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You can use "AcidGas" and change the "Density" attribute of the "Gas" part of it to get what you want.
A lof of "things" are not directly coded in C# but in XML and C# then uses those blueprints for the gameworld or the things with mechanics attached to them that are actually in the code. Anything extended from something "basic" (like a gas) is usually not in the C# code, but you can still manipulat the created object in there.
That is not doing any pulling form XML, but simply sets the string for any child class of BreatherGas child class, so the base class can use that returned string. The parent class has the virtual method GetGasBlueprint() that expects the children to overwrite it. That method is e.g. used in BreatheGasInCell(), which passes the returned string to Cell.AddObject().
The XML pulling stuff happens after that call, which uses GameObject.Create() with a string (and other stuff) to create GameObjects via a factory method from said blueprints found in the XMLs. There are a couple of places that uses that GameObject.Create() to create stuff from XML blueprints and many things just have some string written to be used by that factory method.
The GameObject itself is really only created when you use the ability and it fills cells. Before that it does not exist and there is only some string to be used to find the blueprint. If you want to change the density per code and do not want to create some blueprint in the XML, you got to change the parameters after that GameObject is created.
That Gas object e.g. has Density that you can change, though how it is currently used you would need to change the creation, since it is directly added to the cell. The Cell class has another AddObject() that uses an already created GameObject instead of a string to create one, so you could create one yourself, change its parameters and then add it to the cell instead.