{
  "name": "Cell System",
  "icon": "tiedup:cell_core",
  "category": "tiedup:camps_prisons",
  "sortnum": 1,
  "pages": [
    {
      "type": "patchouli:text",
      "title": "Cell System",
      "text": "$(bold)Prison cell construction and management.$(br2)Cells are defined by a $(thing)Cell Core$() block placed in the wall of a room. The Core flood-fills to detect the enclosed room, walls, doors, and furniture automatically.$(br2)$(thing)Max Room Size:$() 12x8x12 interior"
    },
    {
      "type": "patchouli:text",
      "title": "Cell Core",
      "text": "$(thing)Cell Core$() is a solid wall block (obsidian-tier hardness) placed $(bold)in the wall$() of a room.$(br2)$(thing)Right-click menu:$()$(br)$(li) Set Spawn — prisoner spawn point$(br)$(li) Set Delivery — drop-off point$(br)$(li) Set Disguise — camouflage block$(br)$(li) Re-scan — update room detection$(br)$(li) Info — cell stats"
    },
    {
      "type": "patchouli:text",
      "title": "Auto-Detection",
      "text": "The Cell Core automatically detects:$(br2)$(li) $(thing)Walls$() — solid blocks enclosing the room$(br)$(li) $(thing)Doors$() — door/trapdoor/fence gate in walls$(br)$(li) $(thing)Beds$() — prisoner rest spots$(br)$(li) $(thing)Anchors$() — chain attachment points$(br)$(li) $(thing)Redstone$() — levers/buttons on walls$(br2)No manual markers needed."
    }
  ]
}
