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I would guess it might be a mod conflict but to what I am not sure.
XML error: Duplicate XML node name stages in this XML block: <HediffDef ParentName="AddedBodyPartBase"><defName>PowerClaw</defName><label>power claw</label><labelNoun>a power claw</labelNoun><description>An installed power claw.</description><descriptionHyperlinks><ThingDef>PowerClaw</ThingDef></descriptionHyperlinks><stages><li><capMods><li><capacity>Moving</capacity><offset>-0.08</offset></li></capMods></li></stages><comps><li Class="HediffCompProperties_VerbGiver"><tools><li Class="CombatExtended.ToolCE"><label>claw</label><capacities><li>Scratch</li></capacities><power>21</power><cooldownTime>0.89</cooldownTime><armorPenetrationSharp>0.8</armorPenetrationSharp><armorPenetrationBlunt>4</armorPenetrationBlunt><linkedBodyPartsGroup>Blade</linkedBodyPartsGroup></li></tools></li></comps><spawnThingOnRemoved>PowerClaw</spawnThingOnRemoved><addedPartProps><isGoodWeapon>true</isGoodWeapon><solid>true</solid><partEfficiency>1.00</partEfficiency><betterThanNatural>true</betterThanNatural></addedPartProps><stages><li><minSeverity>0.000001</minSeverity><statOffsets><ArmorRating_Sharp>0.038</ArmorRating_Sharp><ArmorRating_Blunt>0.069</ArmorRating_Blunt><ArmorRating_Heat>0.007</ArmorRating_Heat></statOffsets></li></stages></HediffDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode, XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
<stages><li><minSeverity>0.000001</minSeverity><statOffsets><ArmorRating_Sharp>0.038</ArmorRating_Sharp><ArmorRating_Blunt>0.069</ArmorRating_Blunt><ArmorRating_Heat>0.007</ArmorRating_Heat></statOffsets></li></stages>
After looking at the Patches the power claw is only patched with Attribute set or add comps, what we are seeing is an extra set of stages.
Do you have some other mods that are patching Power Claw with no conditions ?
One that reduces the power claw move speed by 8%.
Translation data for language English has 2 errors. Generate translation report for more info.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) Verse.LoadedLanguage:Verse.LoadedLanguage.InjectIntoData_AfterImpliedDefs_Patch0 (Verse.LoadedLanguage)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_1 ()
(wrapper dynamic-method) Verse.LongEventHandler:Verse.LongEventHandler.ExecuteToExecuteWhenFinished_Patch0 ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
(wrapper dynamic-method) Verse.Root_Entry:Verse.Root_Entry.Update_Patch0 (Verse.Root_Entry)