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explain the scope of the hanging entity anchor fix in the changelog
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CHANGELOG.md

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### Fixed
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- Fixed a possible crash during world generation or `/reload` when a structure with piece-count limits was being placed on several threads at once.
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- Armour stands and other structure entity processors now generate correctly on every loader, not only Fabric.
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- Structures containing item frames, paintings or leash knots no longer spam "invalid position" errors into the log.
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- Structures containing item frames, glow item frames, paintings or leash knots no
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longer spam "invalid position" errors into the log.
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- Applied automatically to any piece placed through one of MSL's pool element types
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(`versioned_single_pool_element`, `mirroring_single_pool_element`,
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`legacy_ocean_bottom_single_pool_element`).
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- Pieces that still use vanilla's `minecraft:single_pool_element` are unaffected and
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will keep logging. Moog's structures are moving onto the MSL element types over
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time, so these errors will thin out release by release.
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- A pack can opt a piece in early by adding
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`moogs_structures:hanging_entity_anchor_processor` to its processor list. This also
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covers modded entities that store a `block_pos` anchor, not just the vanilla four.
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- Removed a harmless "Reference map 'moogs_structures.refmap.json' could not be read" warning that appeared on every Fabric launch.
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