I had only used a single advanced combinator to test and experiment (see also my creation in another thread) and got no problems, except maybe opening the GUI and the combinator both with one click, then not being able to move the GUI window, and also having to close both windows and reopen them to update the combinator after editing the lower textpart of the window (since that is often easier when copying similar commands). but when i placed a few more advanced combinators, trouble began :-(
after reloading the game, when i clicked the first combinator i got this crash:
Error while running event advanced-combinator::on_gui_opened (ID 83)
advanced-combinator/control.lua:96:
attempt to index local 'advanced_combinator' (a nil value)
then i deleted that bad combinator without problems and tried to also delete the second combinator, but that got me another crash:
Error while running event advanced-combinator::on_tick (ID 0)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
advanced-combinator/model.lua:67:in function 'func'
advanced-combinator/model.lua:17:in function 'perform'
advanced-combinator/control.lua:83:in function <advanced-combinator/control.lua:77>
i tried several times, reloading in between crashes, trying to fisr delete one or the other, to edit one or the other, etc, but always got one crash on the first and the other crash on the second combinator, and when i tried to click and open the second combinator that crashed on deletion, it opened the combinator gui with the signals without(!) also opening the advanced gui for programming it. thus i assume that there is some hidden GUI somewhere that prohibits me from opening or deleting the second combinator, and that might also crash the first combinator when trying to open it.
ps: also while programming the first combinator for my "creation", the mod crashed several times with different errors. since they all were related to some bad code that i had entered, i simply ignored them, reloaded the last autosave, corrected my error (very important: always copy the entire program from the text area to the clipboard before pushing "apply" to not lose all the changes and be able to restore the (bad) program and edit it after reloading the map) and then could continue without further problems. although those errors were caused by MY bad code, it would have been nice to get error messages instead of crashes.
ps2: i tried to recover from the problem by making some blueprints, restarting the map without this mod and saving it with a new name, and then restarting the map again with this mod and using the blueprints. too bad that there were two severe problems:
first is probably a problem in factorio itself: the blueprints in my invenory no longer had any advanced combinators in them. the game seems to remove all invalid entities from those blueprints automatically and even after re-enabling the mod they were still gone. thus all blueprints should not be kept in the inventory only, but also be copied to the blueprint library where they still exist with the entities of non-installed mods.
second problem was that this mod seems to not save the program in its combinators when doing blueprints. the combinators that were placed by the blueprint only had the default computation for T. luckily i earlier had posted my creation to the other thread and thus could reload it from there :-) and i could reload the second program from my clipboard (see above)
ps3: after working for a while with several (newly placed) combinators without problems, i just got the first crash again (on_gui_opened ID 83, 'advanced_combinator' a nil value). of course opening the combinators was not possible, but i looked at their input and output values on the wires, and they were all frozen while the game kept running.