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The error for the Detoxifier Lung is probably due to another mod messing with it. I'm not aware of any other mod that removes the recipeusers section from it. I'll put out an update to modify the patch so it checks for the node before attempting to remove it. That should safety proof it for other people messing with it.
As for the other error its saying <hatRenderedFrontOfFace> has been put in a node where it shouldn't exist. Not sure who is doing that but they've messed up either some XML or a Patch. I'd suggest asking on the unofficial Rimworld discord for help with the other errors if you can't figure them out. I find dealing with troubleshooting related to my own errors troublesome and time consuming enough.
XML error: <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> doesn't correspond to any field in type ApparelProperties. Context: <apparel><parentTagDef>ApparelHead</parentTagDef><bodyPartGroups><li>Teeth</li><li>Eyes</li></bodyPartGroups><wornGraphicPath>Things/Headgear/GasMask/GasMask</wornGraphicPath><hatRenderedFrontOfFace>true</hatRenderedFrontOfFace><layers><li>EyeCover</li></layers><tags><li>IndustrialAdvanced</li><li>IndustrialMilitary</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags></apparel>
There's more after this for each error related to the Unity Engine stacktrace, but it doesn't fit here. Thanks!
[[FSF] Advanced Bionics Expansion - Start of stack trace]
Verse.PatchOperationRemove(xpath="/Defs/ThingDef[defName = "DetoxifierLung"]/recipeMaker/recipeUsers"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=5
XmlExtensions.OptionalPatch(key='FSFABEBionicsTableOn', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2006925330\1.6\Frameworks\XML Extensions\Patches\Bionics_Table.xml
That issue has come up before but I don't think its something I can actually fix. It's a mod related issue due to having children with servitors. When I tested it I was unable to reproduce the issue in the vanilla game or with any of the pregnancy and genetics mods I use.
Some mod is changing how child birth is being done. Also for whatever reason its using the PawnKind Defs. Which in this case, the ones I added for servitors contain a bunch of information so they spawn at the correct age with the appropriate skills and bionics.
As per the description this mod includes Vanilla Bionics Expansion. So you only need this mod active.
My mod kind of excels in giving pawns stats that border on absurd. Archotech bionics especially are intended to be rather broken. If you're only interest is the hp and durability it might be better to try to find another mod. As for your question it's not something I plan to do. As for other mods I don't know any off hand however there are mods that allow you to mess with the cap. Normally they're intended to make it higher but you might be able to use them to make them lower.