This stream archive runs about 65 minutes, and it's on the Hypermine server, picking up at the Port Hypermine South rail station where Episode 8 left off. The goal is the launching mechanism for the smaller stations: press a button, get a train, press go. Basket ducks into the creative test world a few times to check the plans, but the building happens on the server. There is no title card. ectorvynk is online and says "ohai o/" in chat.
Dispensers and a missing comparator
The stream starts at Basket's base, crafting four dispensers out of birch wood, bows and cobblestone. Basket clicks the town's chat buttons to make it day and clear the rain, then heads to the station.
The dispensers go in upstairs, at the spot where a cart comes up from below and drops off what it carries. When the cart is empty, the rail under it should power and send it back down. That needs a comparator, and Basket has none. A trip home turns up quartz but no comparators, so Basket crafts some. Then comes the catch: the cart should only leave once the hopper runs empty, which means a falling edge detector. Basket parks that problem for later.
A simpler launcher
Downstairs, the button has to fire every launch line with a four-tick delay between them. The first plan was to invert the signal. Instead Basket uses a sticky piston and a redstone block, so the line sits powered and the button cuts it by pushing the block away. "So I don't even need to invert the signal at all."
To test it, Basket crafts a set of chest minecarts and lays a temporary loop with a lever so the carts come back instead of rolling off down the main line. One cart refuses to leave at first, and after some fiddling the train goes out and comes home.
The button moves
Next come two lines up through the walls: one that lifts freight carts to the upper floor, where they'll wait for their owners, and one that brings empty passenger carts back up. A quick look at the creative world, where the station is built mirrored, reminds Basket that a cart can climb this kind of slope but gets stuck coming down, so the line has to sit lower.
The go button is in the way. "That button is a pain in my butt." Basket moves the piston over, drops the button lower with a "Go!" sign above it, and checks that it still powers the line. It does.
The server's gold farm means plenty of powered rail, so Basket stops rationing it. The rails twist around each other inside the wall ("what a tangled wall section this is"), and signs to label each line are on the to-do list.
The circuit that broke
Back in the creative world, Basket shows the falling edge detector meant for the engine cart: items drop through the water into a hopper, fill the engine, and when the hopper empties a short pulse sends the cart off. Only the test version is broken, damaged during some rearranging. Basket takes a screenshot to copy from, crafts a stack of repeaters on the server, and tries to rebuild it. "There's gotta be like a torch that I'm missing." It doesn't come together.
The return path fares better. An activator rail kicks riders out, and the carts drop down to be sorted. Basket counts the blocks to the moved door and the plan still fits, with room for two sorters and a cactus to break the leftover carts.
Press go
To finish, Basket puts an item into a dispenser as if a cart had brought it, hits the button, and a cart drops from above onto the launch line. Basket hits go and rides it around the test loop. Fixing the broken detector happens off camera, with the build planned for the next stream.