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Signs & Decals – Guide

Six sign types from one kit, light signs with a backup battery, signs flush in the floor as escape route markers, 180 original symbols and your own PNG images, designed in a gallery. Types, floor and ceiling, light signs, gallery, own images, IC10, console and settings.

Last changed: Oct 14, 2026

v1.2.0 Signs & Decals

Signs, decals and floor markings for your station: an original library of 180 symbols and your own PNG images, which the server sends to every player automatically in multiplayer. You design them in a gallery: click a sign with an empty hand, pick a symbol, done. Every change shows on the sign at once. Captioned symbols appear in German or English, depending on the game language.

Since 1.1.0 there are also light signs with a kit of their own: powered light boxes with real light, a neon frame, light effects and a backup battery, see Light signs.

Since 1.2.0 the wall sign, data sign and wall light sign also go flat on floors and ceilings, either flush (recessed) or surface-mounted. Flush in the floor, the light sign becomes an escape route floor light, see Floor and escape routes.

Overview

TypeMountingSizeSides
Wall Signwalls, frames, floors and ceilings0.1 to 3 mone
Wall Sign (Data)walls, frames, floors and ceilings, data cable from below0.1 to 3 mtwo images, IC10 switches
Decalwall, floor and ceilingup to 4 mone, paper-thin
Standing Signfloor, on a base and postpanel up to 1.5 m, bottom edge 0 to 2 mfront and back
Hanging Signceiling, on two rodspanel up to 2 m, drop 2 cm to 2 mfront and back
Projecting Signat right angles to the wall on a wall railpanel up to 1.5 mtwo, readable from both directions of a corridor
Light Sign (Wall)walls, frames, floors and ceilings, cable from below0.2 to 2 mone, backlit
Light Sign (Hanging)ceiling, two rods and a pendant cable0.2 to 1.5 m, drop 2 cm to 2 mfront and back, backlit

Width and height are set freely in the gallery, smallest edge 0.1 m, 0.2 m on light signs.

Requirements

  • Stationeers 0.2.6428, BepInEx 5.4.23.5, StationeersLaunchPad 1.0, see Installation
  • Mod in the active mod pack
  • In multiplayer: the server and all players

Building and recipe

KitMachineCost
Kit (Signs & Decals)Autolathe, tier 12 iron, 1 copper
Kit (Light Signs)Autolathe, tier 12 iron, 3 copper, 1 silicon

One kit for all six types: while building, pick the type with the mouse wheel. Turn the standing sign in any direction with the rotate keys. On floors and ceilings you turn a sign while building in 90° steps with the roll keys (Insert/Page Up) or with C + mouse wheel. Where each sign may go:

  • standing sign on the floor only
  • hanging sign on the ceiling only
  • wall sign and data sign on walls, floors and ceilings (floors and ceilings since 1.2.0)
  • projecting sign on walls only
  • decal anywhere
  • Light Sign (Wall) on walls, frames, floors and ceilings, Light Sign (Hanging) on the ceiling

The Kit (Light Signs) builds both light signs, again the mouse wheel picks.

The costs are in GameData/schilder.xml in the mod folder.

Wall, floor and ceiling

A sign measures the visible surface of the wall, floor or ceiling behind it and sits 3 mm in front of it. That works on a frame-only wall as well as on a finished one. If the wall is built further, taken down or removed later, nearby signs follow by themselves, within 3 seconds at most. So no sign disappears inside a wall that is finished afterwards. schilder info shows the measured distance.

Floor and escape routes

Since 1.2.0 the Wall Sign, Wall Sign (Data) and Light Sign (Wall) can also be built flat on floors and ceilings. For these three you choose the mounting per sign:

MountingLookDefault
surface-mountedThe sign sits on the surface as before: panel 2 cm, light box 5 cm.on walls and ceilings, and for all signs from old saves
flush (recessed)Only the sign face shows, level with the surface like a decal. On the light sign you see the frame edge, the glowing face and the neon frame, the rocker switch lies flat next to the bottom edge.newly built on the floor

Flush in the floor a sign is walkable, you simply walk over it. The flush light sign becomes an escape route floor light: it shines upwards into the room and keeps glowing from its backup battery during a power cut, like every light sign.

There are three ways to change the mounting:

  • in the gallery under "Mounting" (surface or flush)
  • in the console with schilder mount flush, surface or toggle for the looked-at sign
  • with the labeller using the option ;flush or ;surface, for example @rettung.boden_geradeaus;flush

Flush only works if a wall, floor or ceiling surface is found under the sign. Otherwise the gallery shows a note and the sign stays visibly surface-mounted.

There are four new symbols for escape routes on the floor. They are read from the bottom edge of the sign, so "straight on" points to the top edge:

No.IDSymbol
362rettung.boden_geradeausEscape route straight on
363rettung.boden_linksEscape route left
364rettung.boden_rechtsEscape route right
365rettung.leitstreifenEscape route guide strip: green strip with white chevrons, tiles seamlessly; mirror it to change the direction

Old saves load unchanged, existing signs stay surface-mounted.

Clicking a built sign with an empty hand opens the gallery. The symbols are on the left, the settings on the right. Clicking a symbol applies it.

AreaOptions
Symbolscategories, search, Recently used, All symbols, Own images, From server, No image (colour and text only)
Sizewidth, height matching the image or free
Imagefit, stretch or tile, margin, rotation in 90° steps, mirroring
Coloursbackground (transparent too), tint, any colour
Symbol captiongame language, no text, always German or always English
Own textup to 4 lines and 120 characters, game font from 15 mm high, colour, bold, 9 positions, offset
Glowself-illuminated with adjustable strength, needs no power
Sidesfront and back separately, Back same as front, Copy to other side, Reset side
Placementbottom edge (standing sign) or drop (hanging sign)

On the data sign the two sides are called Image at Mode 0 and Image at Mode 1.

Lighting: without glow a sign is lit by the lamps like any device, nothing glows by itself. With glow it is visible in the dark.

Decals: transparent parts of the image show the surface below. With tile a stripe repeats along the whole length, for example for hazard stripes on the floor.

Light signs

Light signs (since 1.1.0) are powered light boxes: the face is backlit, the sign casts real light into the room, optionally with a coloured neon frame and light effects. Symbols, own images and own text work as on every sign. A built-in backup battery keeps the sign glowing dimmed on a power cut, like an emergency exit luminaire.

Connection: a normal cable in the cell below the sign, on the ceiling next to it. It carries power and data.

Power use: 30 W per m² of face at full brightness, at least 10 W, at most 40 W. Less when dimmed, the neon frame takes 2 W per metre of perimeter, plus battery charging.

Switch: rocker switch under the box, the status LED next to it.

LEDMeaning
greengrid power present
flashing greenbattery charging
orangeemergency mode on the battery
flashing redswitched on, but no power

Backup battery: on a power cut the sign keeps glowing at 35 % brightness, 30 minutes at full brightness, longer when dimmed. The neon frame stays off. On the grid an empty battery is full again after 60 minutes, even when switched off. A new sign comes with a full battery. Tooltip, gallery and schilder info show the charge.

Gallery: light signs add on/off, brightness, mode (steady, flashing, pulsing, chaser), effect on frame and face or on the frame only, neon frame with colour and emergency light on/off.

Symbol library

180 hand-drawn symbols. Only the general convention of safety signs is borrowed, every pictogram is an original design. Each symbol exists without text and with text in German and English.

CategoryIDSymbolsNumbers
Gases & liquidsgase30100–130
Warning signswarnung21200–220
Prohibition signsverbot13250–262
Mandatory signsgebot12300–311
Escape & first aidrettung16350–365
Fire safetybrandschutz8400–407
Rooms & areasraeume23450–472
Arrowspfeile9500–508
Numbers & letterszeichen36550–585
Stripes & floor markingsstreifen12600–611

Gases & liquids: every gas of the game as gas and liquid, plus air, fuel gas, steam, water and polluted water. The formula is large, with name, phase and hazard below. The colours follow pipe marking (DIN 2403): oxygen blue, gases yellow, air grey, steam red, water green, liquids brown, acids orange, toxic violet. A stripe on the left shows: red flammable, black non-flammable, white oxidising, violet toxic.

schilder list <category> in the console shows the number and ID of every symbol, for example 201 warnung.strom or 457 raeume.luftschleuse.

Your own images

  1. Put PNG files into BepInEx\config\Schilder\Eigene\ (PNG only, no subfolders). The mod creates the folder, a readme and blank templates on first start. schilder folder opens it.
  2. Type schilder reload in the console, or click Reload own images in the gallery.
  3. The image appears in the gallery under Own images, the file name becomes its name.
RuleValue
recommended1024 × 1024 pixels or 1024 pixels on the long side, e.g. 1024 × 512
maximum2048 pixels per side and 1 MB per file (adjustable)
transparencyis kept: decals show the wall there, signs the plate colour

The subfolder Vorlagen (templates) holds blank signs in the library's style to paint on in an image editor such as Krita, GIMP or Paint.NET. Save the finished image one level up in Eigene. For a prohibition sign paint the pictogram on Vorlage_Verbot_Grund and put Vorlage_Verbot_Ring on top as the uppermost layer.

In multiplayer

  • The server sends used images automatically to every player in 32 KB chunks. Until an image has arrived, players see a placeholder.
  • Players may upload their own images to the server if the server allows it. Number and size are limited.
  • Every image is identified and checked by its checksum (SHA-256): PNG only, dimensions from the file header, no paths from the network.
  • Used images are stored in the save file, so a save takes them along, for example to a server.
  • Received images are kept in BepInEx\config\Schilder\Empfangen.

Labeller shorthand

If you name a sign with the labeller and the name starts with @, it sets a symbol directly:

NameEffect
@warnung.stromsymbol by its ID
@201symbol by its number
@gase.o2;1x0.5symbol 1 m wide and 0.5 m high
@gase.o2;1x0.5;glowself-illuminated as well
@pfeile.gerade;backon the back (standing, hanging and projecting sign)

More options: flush or surface (mounting on walls, floors and ceilings, since 1.2.0), none (symbol without text), de or en (caption always in that language), a single number like 0.5 (width, height matching the image). Instead of an ID the name of one of your own images works too. Can be switched off with EtikettiererKurzform.

IC10

The logic devices are the Wall Sign (Data) and the two light signs. The data sign has two images, and IC10 switches between them, for example "airlock free" and "airlock busy". All values apply to the image currently shown.

DevicePrefabHash
Wall Sign (Data)StructureSchildWandDaten-1972985587
Light Sign (Wall)StructureSchildLeuchtWand-304996989
Light Sign (Hanging)StructureSchildLeuchtHaenge218333778

Data sign

LogicTypeMeaning
Mode0 or 1: which image is shown
Onglow on or off
Settingsymbol number, see schilder list
Colortint as colour number (Color.Red etc.)
Ratioglow strength 0 to 1

Every value can be read and written. To fill both images via IC10, first write Mode 0 and Setting, then Mode 1 and Setting.

Example: airlock sign

A gas sensor named "Schleuse" hangs in the airlock, next to it a data sign named "Schleuse". The chip puts the airlock symbol (457) on image 0 and the vacuum warning (203) on image 1. If the pressure is below 50 kPa, the sign shows the warning and glows.

# Signs: airlock sign, vacuum warning below 50 kPa
define SCHILD -1972985587 # Wall Sign (Data)
define SENSOR -1252983604 # Gas Sensor
define SCHLEUSE 457       # symbol raeume.luftschleuse
define VAKUUM 203         # symbol warnung.vakuum
define GRENZE 50          # kPa, below this the airlock counts as empty
alias druck r0
alias leer r1
sbn SCHILD HASH("Schleuse") Mode 0
sbn SCHILD HASH("Schleuse") Setting SCHLEUSE
sbn SCHILD HASH("Schleuse") Mode 1
sbn SCHILD HASH("Schleuse") Setting VAKUUM
start:
yield
lbn druck SENSOR HASH("Schleuse") Pressure 0
bnan druck start
slt leer druck GRENZE
sbn SCHILD HASH("Schleuse") Mode leer
sbn SCHILD HASH("Schleuse") On leer
j start

If the sensor fails, the sign keeps its last image.

Light signs (IC10)

LogicTypeMeaningAccess
Onlight on (1) or off (0), like the switchread, write
Ratiobrightness 0.05 to 1read, write
Mode0 steady, 1 flashing, 2 pulsing, 3 chaserread, write
Colorneon frame colour (Color.Red etc.), -1 for a custom colourread, write
Activateneon frame on (1) or off (0)read, write
Settingsymbol number of the frontread, write
Power1 = grid power presentread
Error1 = switched on but no grid power (emergency mode or dark)read
Charge / Maximumbackup battery charge / capacity in Jread
RequiredPowerpower demand in W (light and charging)read
Locklock the switchread, write

On the data sign Mode is the image (0/1) and Color the tint; on light signs they are the light mode and the frame colour. A chip notices a power cut by Error = 1, the battery level is Charge divided by Maximum.

Example: airlock warning with a light sign

Gas sensor "Schleuse" and light sign "Schleuse". Below 50 kPa the sign flashes with a red frame, otherwise it glows steadily with a green frame.

# Schilder: Leuchtschild warnt bei Unterdruck in der Schleuse
define LEUCHT -304996989  # Leuchtschild (Wand)
define SENSOR -1252983604 # Gassensor
define GRENZE 50          # kPa, darunter gilt die Schleuse als leer
define DAUER 0            # Lichtmodus Dauerlicht
define BLINKEN 1          # Lichtmodus Blinken
define GRUEN 2            # Color.Green
define ROT 4              # Color.Red
define AN 1               # Leuchtrahmen an
alias druck r0
alias alarm r1
alias modus r2
alias farbe r3
sbn LEUCHT HASH("Schleuse") Activate AN
start:
yield
lbn druck SENSOR HASH("Schleuse") Pressure 0
bnan druck start
slt alarm druck GRENZE
select modus alarm BLINKEN DAUER
select farbe alarm ROT GRUEN
sbn LEUCHT HASH("Schleuse") Mode modus
sbn LEUCHT HASH("Schleuse") Color farbe
j start

If the sensor fails, the sign keeps its last state. If the power fails, it keeps glowing from the battery and Error becomes 1.

Console commands

Console with F3. "Looked at" means: the sign under the crosshair, otherwise the nearest one within 5 m.

CommandEffect
schilder listcategories with their number of symbols
schilder list warnungsymbols of a category with number and ID
schilder search powersearch symbols and own images
schilder reloadre-read own images; on the server the list goes to everyone
schilder imagesown and received images, running transfers
schilder folderopen the folder for own images
schilder infolooked-at sign: size, images, text, distance to the wall
schilder galleryopen the gallery for the looked-at sign
schilder set warnung.strom 1x1 glowset the looked-at sign, options as for the labeller shorthand
schilder mount flush / surface / togglemounting of the looked-at wall, data or wall light sign (since 1.2.0)
schilder allsigns in the world by type
schilder lightlight signs: how many glow, in emergency mode, without power, total demand, average battery

The German words work too: liste, suche, neuladen, bilder, ordner, galerie, setzen, einbau versenkt|aufliegend|wechseln, alle, licht.

Configuration

File: BepInEx\config\dominik1199.schilder.cfg, or via the mod settings in LaunchPad. For own images the server sets the limits, for light signs the power use and battery. Brightness and effects of light signs are set by each player.

KeyDefaultMeaning
SichtweiteFaktor1how far signs stay visible: 1 = 25 m plus 20 m per metre of sign size, at most 120 m; 0.5 to 3
TextPixelJeMeter400resolution of the own text, 128 to 1024
SymbolMaxPixel1024largest edge of loaded images, bigger ones are scaled down; 512 saves video memory
LeuchtStaerkeStandard0.6glow strength when glow is switched on, 0.1 to 2
GalerieSchriftgroesse1font size in the gallery, 0.7 to 2
EtikettiererKurzformonnaming a sign "@symbol" with the labeller sets a symbol
MaxKB1024largest allowed PNG file in KB, 32 to 8192
MaxKantePixel2048largest allowed width or height of an own image, 128 to 4096
MaxAnzahl300maximum number of own images (folder and shared by the server)
MitspielerDuerfenHochladenonserver: players may upload their own images
MaxUploadsJeSpieler50server: images one player may upload per session
SendeKBjeSekunde512transfer rate for images in KB/s per receiver
EmpfangsspeicherMaxMB256size of the store for received images; the oldest are deleted at start
BilderImSpielstandonput used own images into the save file
AutomatischHerunterladenonclient: download images from the server as soon as a sign shows them
LeistungJeQuadratmeterW30server: power use of light signs per m² of face at full brightness, hanging two sides ×1.6
LeistungMinW10server: smallest power use of a light sign
LeistungMaxW40server: largest power use of a light sign without frame and charging
LeuchtrahmenWJeMeter2server: power use of the neon frame per metre of perimeter
NotlichtMinuten30server: how long a light sign glows from its battery at full brightness, longer when dimmed
AkkuLadeMinuten60server: time for an empty backup battery to recharge from the grid
NotlichtHelligkeit0.35brightness in emergency mode, share of normal brightness
EchtesLichtonlight signs cast real light into the room; off = only the glowing face, saves GPU time
LichtStaerke1strength of that light, 0 to 3
FlaechenLeuchtstaerke0.6glow of the backlit face; too high makes the text bloom
LeuchtrahmenStaerke1.8glow of the neon frame
EffektTempo1speed of flashing, pulsing and chaser, 0.25 to 4

Multiplayer

New devices: the server and all players need the mod. Changes from the gallery go to the server and from there to everyone. How own images are shared is described above under "Your own images". See also Multiplayer.

Known limitations

  • Only the data sign and the light signs can be controlled by IC10. The data sign switches between two images, there are no more.
  • Setting only knows the numbers of the library. Set your own images in the gallery or with the labeller.
  • Own text: at most 4 lines and 120 characters, letters at least 15 mm high.
  • Without glow, signs are as hard to see in the dark as any other device.

Troubleshooting

SymptomCauseFix
Gallery does not opentool or item in handclick with an empty hand, or schilder gallery
Sign cannot be placedwrong surfacestanding sign on the floor, hanging sign on the ceiling, wall and projecting sign on walls
Own image missing in the galleryfolder not re-read yet, file too big or not a PNGschilder reload, check the size (1 MB, 2048 pixels)
Players see a placeholderimage still being sentwait a moment; schilder images shows the transfer
Player cannot upload an imageserver does not allow it or limit reachedMitspielerDuerfenHochladen and MaxUploadsJeSpieler on the server
Sign invisible in the darkno glowswitch on glow in the gallery or hang up a lamp
IC10 changes nothingnormal wall sign instead of data sign, or no data cablebuild a Wall Sign (Data) or a light sign, connect a cable from below
Light sign glows dimmed, LED orangeno grid power, emergency mode on the batteryconnect a cable in the cell below the sign, or switch off the emergency light in the gallery
Light sign dark, LED flashing redswitched on, but no power and battery emptyconnect a cable, the battery is full again after 60 minutes
@symbol does nothingID misspelled or shorthand switched offschilder search, check EtikettiererKurzform
Found a mistake? Let us know. Support
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