Display panel

Overview
The display panel is a placeable item that shows icons and short text on the in-world HUD. It can either present fixed icons and labels set by the player or be connected to the circuit network to present dynamic messages based on circuit conditions. When tied into a circuit network, the panel evaluates a sequence of conditional entries and displays the icon and text belonging to the first entry whose condition is satisfied. If no condition matches, the display turns off.
The panel’s conditional system accepts numeric comparisons and can use logic signals as operands and as output icons. Logic-signal handling has a few special behaviors: the Anything signal is the only logic-signal option that produces a meaningful, variable output icon when selected as the display icon. The Everything and Each logic signals behave like expected when used as the left-side operand of a condition, acting like a decider-combinator-style match, but when chosen as the output icon they always show the logic-signal symbol itself rather than a specific underlying signal. If Anything is used both in the condition and as the output icon, the panel will show the first signal that satisfies the condition, where “first” is determined by the game's default signal ordering rather than by the signals’ numeric values. If Anything is used as the output icon together with any other type of condition, the panel simply displays the Anything icon.
The user interface limits the number of conditional messages you can add through the in-game GUI to 100 entries. Although a saved blueprint file can be hand-edited to contain more than 100 conditional messages, importing such a blueprint fails with an error and yields an empty blueprint.
- The panel can display a static icon and text when not connected to the circuit network; use this for permanent labels or simple signs.
- When using the circuit network, arrange conditions from most specific to least specific because the first matching entry wins.
- Use Anything when you need the panel to pick and show the actual signal that satisfied a conditional rule; use Everything or Each only when you want the logic-signal symbol itself shown or when using them as condition operands.
- Keep the 100-message UI limit in mind for large, complex signage systems; rely on multiple panels if you need more conditional variations.
- Blueprints should not be used to bypass the UI cap: importing a blueprint with over 100 messages will not recreate those entries.
Raw materials
| Reference | Count |
|---|---|
| Copper cable | 3 |
| Iron plate | 2 |
Produced by
Made by (1)
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