"instant blueprint" makes something wrong.
Yeah, I think it might be this issue in particular:
https://mods.factorio.com/mod/instant-blueprint/discussion/5a5f1b0dadcc441024d75498
Fix there would be exactly to create these new script_raised_built events, which this mod started handling in last update (0.0.10).
( https://lua-api.factorio.com/latest/events.html#script_raised_built has more info on these)
Given how old that mod seem to be though (4y since last release), it almost certainly does not issue those, though I didn't check.
Problem is that mod starts tracking these combinators when they get built via these events, and if there are none, then it's just not aware of them existing on the map.
It has a hack to work around this however - config.lua has "conf.ticks_between_rescan = nil" option, which you can set to some reasonably-high value (e.g. "60 * 60" for wall-clock minute at 1x game speed) to just check whole map every once in a while and pick-up any yet-unknown detectors that way.
It's default-disabled because should be entirely unnecessary, but as I suspect you might be using a bunch of locally-modified mods anyway (like one mentioned above), one way to fix this "detectors created without events" issue is to just enable that rescan timer via minor local code tweak.
(more correct "fix" should be adding script_raised_built events to that other mod, as mentioned, but it might be more difficult to implement)
Thank you for your mod that saving hundreds megavat of power for laser defence.
Isn't whole point of factorio to generate gigawatts of polution irresponsibly though? :)