Hmm, the infinite energy output bug still seems to be happening, but I don't have time to track it down right now. If it happens to you, remove all the modules from the socket, break it (with a pickaxe), the replace it, and break it again. At that point, it might work. It doesn't seem to happen when outputting BuildCraft energy either.
I'm developing against the mcp friendly version of build 921. I doubt the problem is IC^2 itself though, as it was working fine before I started working on ET 1.5.0. The fact that energy is outputting, just not draining (something managed by the sockets themselves, not the power net) would suggest the same thing. I haven't had time to put a huge ammount of effort into tracking it down yet, but I suspect it won't take long once I sit down and look things over.
I've also come up with a way to make vanilla hoppers work with sockets. They don't now because sockets use ISpecialInventory from the BuildCraft API (which is necessary, ISidedInventory just wouldn't do the trick), and vanilla hoppers obviously don't support that. I should hopefully have that, and maybe a few other features that didn't quite make it into the last release into the next one, along side an EU fix.
Version 1.5.4 is out. It fixes the EU bug for a few modules I missed, as well as adds vanilla hopper support.
It also adds a new inventory interfaces module, which allows you to view and access items in one of the internal inventories. Right click to place items in or pull items out. You can use the generic (white) mode of the socket remote to switch it between stack and single item mode.
I know what's causing that, basically, it will work fine if you install BuildCraft. I know how to fix it, but considering I'll hopefully be updating to Minecraft 1.6 soon, I'm not entirely sure if I will fix it, since the part of the BuildCraft API that's causing the problem has completely changed. So, in the mean time, just install BuildCraft and don't use its features if you don't want it.
By the way, in the future it would be very helpful if you could post the full crash report that was automatically saved to the crash reports folder instead of copying and pasting directly from the console. There's a lot more information in the full crash report that is useful.
I've just put out a quick update (1.5.7). Here's the changelog:
- Removed unnecessary dependencies on BuildCraft (everything should work without BuildCraft installed now, hopefully anyway).
+ Added Item Extractor module (see below)
+ Added config option for EU to MJ ratio
* Fixed tank interface render bug
The Item Extractor works exactly like an item input, except it can pull from adjacent inventories. When it's not configured to use redstone, it will constantly pull items. If it is, it will pull an item every time it gets a redstone pulse.
I am struggling to understand how to make them work. Is there a video somewhere?
Not that I know of. I've been meaning to make one, but I haven't had the time. There is however a wiki with more detailed information on just about every module, as well as sockets themselves (there's a link in the first post in the thread).
Of course, if you have any questions, feel free to ask them here.
One common mistake would be not using a socket remote to configure which internal tanks, inventories, or redstone channels a module should use.
There are modules that allow you to view the contents of a given inventory or tank, and one that lets you view how much power is in the internal capacitor. I'm planning on adding a module that lets you see a textual representation of all of that on one face as well.
I am trying to avoid GUIs though. They're not really necessary as most modules are designed to work with automated systems rather than manual ones (and if you want manual machines, you can always use the inventory and tank interface modules). Simply adding a progress bar to the processor modules would be fairly simple, and I could just post the machine power consumption information on the wiki, since it's constant while they're running.
I may end up doing some sort of GUI in the future if things get a lot more complicated though.
The remote has seven different modes, the first four change the setting on a module that corresponds to the indicator of that colour. Sockets have 3 internal tanks for storing Forge compatible fluids. Normally the blue indicator is for selecting which tank the module will interact with (there are some exceptions, most notably the furnace and grinder, module specific exceptions are on the wiki). So for instance, with the fluid input and output modules, you use the remote's blue mode to select which of the tanks they should input or output to. The green one is exactly the same, but for inventories instead of tanks. The red one is a little different because you can have multiple settings selected at once (same with the purple one), but the idea is still the same. The red one refers to the internal redstone circuits that a module is configured to use. Some modules will do something on a redstone pulse from one of the channels it's been configured to use. For instance the block breaker. Other modules will work all the time unless they've been configured to use a redstone signal, and then they will only work when that circuit is actually getting a redstone signal (for instance, the fluid extractor). Other modules, like the redstone gates will omit a redstone signal from the block if the selected redstone channels satisfy their function. And some modules, like the BUDS, pressure plate, button, etc. Will turn on their selected redstone circuit(s) when they're activated in some way. The purple channel is similar in that it also refers to redstone, but rather than just being a straight signal, it refers to an internal redstone latch, which is capable of storing one bit of data. Most modules that can use this use it exactly the same way as a normal redstone signal, but certain modules will modify the state of the circuit setting it to be either off or on, which it retains until it's told to do something else, regardless of it's still getting a signal. Then we have the other configuration options. First of all, there's the white mode on the remote. This mode will actually do nothing for most modules, but some are configured to perform a specific action (specified in the wiki) when they are activated with the remote's white mode. For instance, energy storage upgrades will change between energy input and output modes when they get this signal. Then there's the yellow mode, which toggles a modules locked or unlocked. If a module is locked, its indicators are not displayed, and you cannot change any of it's settings. You're also unable to remove it with a wrench. Finally, there's the remote's cyan mode, which simply removes a BuildCraft facade from a side of the socket.
If you need any more help, please ask something more specific.
There seems to be a bug with the solar panel module which is very similar to that of the redstone logic modules (which has been fixed according to the change log) in that the module still functions even when the socket block is dismantled. Logging off and back on is a temporary workaround. This is on the latest version by the way (1.5.10 as of writing this).