XCOMBO Codes

Combining combos: how to avoid conflicts

Several combos that control the same function work against each other: the lights flip back and forth, announcements come twice, an exception gets overridden. That's why the collection assigns every combo to a conflict group. This guide explains how the groups work and how to check your selection.

Updated: 16 October 2026

Why combos overwrite each other

Every active combo runs its actions as soon as its trigger occurs – regardless of what other combos do. If two combos control the same function by different rules, the one that runs last wins. Lighting shows this well: 8205 0005 switches to side lights in D and R during the day, low beam in the dark and everything off in P. 4470 0020, on the other hand, leaves only the parking lights on when you get in while in P. Together they give contradictory lighting commands.

Conflict groups in the collection

Combos that control the same function are in the same conflict group. For each group the collection states how many combos make sense at once – usually one. You'll find the overview of groups on the code page, and every combo names its group on its own page.

Two combos per group are allowed where they complement rather than overwrite each other:

Typical conflicts

Counterparts that belong together

Some combos aren't competitors but two halves of one idea. They aren't in the same conflict group and should be used together:

How to check your selection on this site

Mark the combos you use with “I use this”. The “My combos” panel on the code page then shows whether more combos are marked in a group than make sense – affected combos get a “Conflict” badge. Your selection is only stored in your browser.

Rules of thumb

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