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Make the survival stats matter, end to end (server-authoritative, tunable via the new "Consequences" Config section): - Starving (Hunger maxed) and dehydrated (Thirst maxed) drain health. - Poison drains health scaled by its level (full rate at 100%). - Blood at 0 → bleed out → death (fast health drain). - Drains STACK and reduce the character's real Humanoid health, so death + Roblox respawn happen for free. - Energy stops regenerating while starving, dehydrated, or fully fatigued — overriding the post-sprint regen, so a depleted player stays depleted until they fix the cause. Supporting engine work: - SurvivalConsequences system: the drain tick + keeps the "Health" stat attribute in lockstep with the Humanoid (HUD Health bar now reflects real damage) + resets all stats and clears modifiers on every (re)spawn — a fresh body, no death-loop. - SurvivalStats: getDefinition() (read a stat's max) + resetPlayer(). - Movement: energy-regen gate reads Hunger/Thirst/Fatigue. - Demo test station drops its hand-rolled health mirror (the engine does it now). Verified: gate green (stylua/selene/luau-lsp/build); drain math checked (stacked = 6.5/s, poison scales, regen gates). Tuning + behaviour ported from TheCounterEarth's StatsConfig. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>