I...Uh, Sorry About That, Tinah!
New loss and heal rates...check.
New threshold rules...check.
New symptoms, ailments, and diseases...check.
Okay, let's just fire-up the old engine here...oh. Oh no. We have some problems. Aaand she's simultaneously dead, oppressed, and anxiety eating kung pao chicken packets. Whoopsies!
So it looks like we have a bit of debugging to do. And frankly, this is to be expected after any new injection of data. With something this huge (maybe 50-75 new conditions and data pieces), mere typos can cause cascading failures. And that's not to mention errors in my logic (particularly in converting NS stat values to new scales.)
The good news is that a lot of this appears to be "live" now, and it's likely just a matter of tuning the starting values for random crew. Also, making sure these fatal conditions actually dead-ify crew, instead of just making them play dead but continue to eat.
But it's cool seeing some of those new stat thresholds in play! Organ Failure, Hypovolemic Shock, Dehydration, Filthy, Septic Shock, Poison, and Bursting (Satiety) were all triggered by random starting stats going too high in their respective categories. And I can already see a bunch of stuff players will want to do when crew gets these. Things like showering, drinking, medicine, treatments, and even just plain old rest. The fun of managing biometrics in NS will live on here, in the midst of more wider-scope issues like crew relations, finances, and ship integrity!