BasketMC

Railroad Crossing: Hypermine Vanilla S2 Episode 13

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This stream archive runs about 75 minutes. Its opening card reads "Stream Archive" and "Railroad Crossing" with no episode number, so the number comes from the playlist. Basket's goal is a working railroad crossing where a road meets the double line: when a train comes, it should make some noise, raise a barrier, let the train pass, then lower it again.

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Looking for a clang

Before leaving base, Basket places a note block and tries different blocks under it: gravel, sand, glass, plain air. None of them is the sound Basket is after. "I want clang-clang. What's clang-clang?" The test gets parked for later. Basket packs gravel, cobblestone, redstone and the parts for detector rails and heads out.

Lowering the line

At the crossing a sign reads "Eventual crossing system." Basket had raised this part of the track so the road could pass under it, but has changed plans to a level crossing, so the sign comes down and the track gets rebuilt.

A double rail line with red powered rail beds dipping down into a cobblestone cut and climbing back out between fences

The rebuild follows Basket's rules for the whole network. Cobblestone goes down first with gravel on top, a slope has to go down and then over before it can drop again so it is never "a straight chute," and powered rails sit every sixth block with torches buried under the gravel. The shovel is fast enough to turn some gravel into flint, and Basket keeps running short of cobblestone. A viewer suggests redstone lamps that flash, and Basket likes the idea.

Counting the cars

The plan underneath works like a tally. A detector rail on the way in sends a signal that moves an item from one dropper into a second, "count" dropper, one per car. A second detector rail on the way out moves them back. As long as anything sits in the count dropper, there is still a train in the crossing.

Basket worries two redstone lines will bleed into each other, then learns that a signal will climb up through a slab but won't come down through it. "I didn't realize that it'll still go under that. So that's pretty handy." Fences on sticky pistons are tested next, and they pop up out of the road without the gravel sticking to them. Around the 39 minute mark chat shows Cassildz joining the game: "o/" from Basket, "halo!" back.

Two droppers set into a stone floor in a small underground room, with redstone dust running along the wall behind them

Digging out the mechanism room opens into an old cave, which gets blocked off. By nightfall the first manual test works: a signal from the count raises the fences and closes the road. The return side doesn't, because a neighboring block keeps powering a dropper, until removing one block clears it.

A row of wooden fence posts with torches standing beside a cobblestone railroad track, trees and water behind

Bells in the test world

For the sound, Basket goes to the creative test world and puts two note blocks on a redstone clock, trying wood, stone, sand, glass and air underneath. "I'm so bad with this, I never played a musical instrument." Basket settles on a pair of notes for now, knowing the blocks and timing can change. Even so: "That sounds terrible."

Two note blocks wired to redstone repeaters on a flat sand test world, with older rail contraptions in the distance

Patched up for now

With time up, Basket fixes a broken rail above the build, puts a lever back in its spot to mark the detector and closes the holes in the road. The fences stay in place for now, since Basket doesn't think anyone uses this road. The crossing has a working barrier and counter, and the bells and lights are still to come.