Display panel

Overview
The display panel is a building that can show static icons and text, and it can also be wired into the circuit network for conditional messages. When connected, it lets the player define a list of simple conditions together with a display setting. The panel checks these conditions from top to bottom and shows the icon and text for the first one that matches. If none of the conditions are satisfied, the display is turned off.
Display panels support logic signals both as condition operands and as output icons, but their behavior is specialized. As a left-side condition operand, the logic signals Everything and Anything behave as expected and can satisfy conditions in the same way a decider combinator would. As an output icon, however, only Anything is meaningful; Everything and Each always display the logic-signal icon itself. When Anything is used as both the condition and the output icon, the panel displays the first signal that passes the condition, using the default sorting order rather than the signal's actual value. If Anything is used as the output icon with any other condition, it displays itself.
A display panel can contain at most 100 conditional messages. The in-game interface does not allow more than this, but a blueprint can be edited manually to exceed the limit. Importing such a blueprint fails with the error message "Too many messages," and the blueprint is imported as empty.
- Conditions are evaluated in sequence, so the order of entries matters.
- If multiple conditions could match, only the first matching message is shown.
- If no condition matches, the panel shows nothing.
- The special logic signals are mainly useful for circuit-driven display behavior rather than as ordinary output icons.
- The 100-message limit applies to the panel's conditional message list, including when placed through blueprints.