Button Combinator (vanilla style)


two pretty buttons that can be active by mouse nearby or from the map . turn to the settings side to access settings

Content
4 days ago
2.0 - 2.1
228
Circuit network

Changelog

Version: 0.3.6
Date: 2026-09-11
  Changes:
    - the wider blueprint parametrisation from 0.3.5 is withdrawn. It could not be made
      to work: the game only substitutes parameters in fields it owns, and the only way
      to get a button's own signals in there also made blueprints forget wires.
      Parameters still apply to the signal a button outputs, as they always have
  Bugfixes:
    - blueprints no longer lose a button's wire connections: cut a wired button with
      ctrl+x, paste it back, and the wires are still there
Version: 0.3.5
Date: 2026-09-05
  Changes:
    - blueprint parameters now reach every signal on a button, not just the one it
      outputs: active signal, idle signal and both sides of both feedback conditions
  Bugfixes:
    - rotating a blueprint no longer lands buttons on their terminal side: a button
      always comes back facing the way it was blueprinted, in the state it was in,
      and its ghost shows that face too instead of the rotated one
    - clicking a button ghost no longer opens the bare constant-combinator window
Version: 0.3.4
Date: 2026-09-05
  Bugfixes:
    - parametrised blueprints work on buttons now: the signal you map a parameter to
      actually gets swapped in, instead of the button showing a raw "parameter-0"
Version: 0.3.3
Date: 2026-09-04
  Bugfixes:
    - the buttons no longer show up twice in the Circuit network research window -
      the mod was adding its recipe unlocks to that tech two times over
Version: 0.3.2
Date: 2026-09-04
  Changes:
    - the pulse button is now called the timer button - same button, just a name that says what it does
  Bugfixes:
    - copying a timer button while it was lit no longer gives you a copy that's stuck on forever:
      the copy remembers how many ticks were left and counts them down from the moment you place it
Version: 0.3.1
Date: 2026-08-31
  Bugfixes:
    - button settings survive undo now: mine a button, ctrl+z it back, and it remembers its setup
    - same for buttons destroyed by biters and rebuilt from ghosts by bots
Version: 0.3.0
Date: 2026-08-24
  Changes:
    - buttons now glow in the dark when active
    - updated for Factorio 2.1
Version: 0.2.0
Date: 2026-06-24
  Changes:
    - big gui rework! so big it didn't fit here anymore, so the gui stuff now lives in its own mod (gglib)
    - settings window feels nicer to use now
    - active/idle signals now have a count too, so you can fire off e.g. -60 tanks instead of just 1
  Info:
    - this mod now needs gglib to work, the game will grab it for you
Version: 0.1.0
Date: 2026-06-13
  Features:
    - first release! two 1x1 buttons: a pulse one and a switch one, click them to fire a signal
    - turn a button to the settings side to open its settings
    - pick your active/idle signal, set pulse length, write a little description per button, works in blueprints
    - the settings window shows what network you're connected to
    - back signal: drive the button on/off from circuit conditions, with a manual lock if you want to keep control