This stream archive runs about 72 minutes and opens on a card reading "Stream Archive" and "Freight Yard Redstone", with no episode number, so the number here comes from the playlist. Nearly all of it happens in Basket's creative test world, on the mockup of the freight yard that will sit under the main rail station. There is a short trip to the Hypermine server in the middle, but it doesn't last. Basket is the only player on screen.
Fourteen blocks of wall
Basket starts with the redstone from the last stream, the destination picker, and swaps part of it for a plain torch pillar since the signal isn't going far. With that settled, it's time to measure. The wall where the buttons go needs room for sticky pistons that mustn't poke through, so Basket counts it out: "14 is how thick that wall needs to be."
Then the floor. Basket lays out a polished granite checkerboard, then a gray one a viewer suggests. The chat splits, and by the end of the stream it's still a tie. Basket likes both and might build one and switch later.
Too laggy to build
The plan was to build some of that floor for real. Basket logs into the Hypermine server, gets in after an authentication error and a fresh login, drops some junk in a chest and hops in a cart to ride out to the big station pit. The game crawls the whole way. "Yeah, it's pretty much unplayable," Basket decides, and goes back to creative, where the lag only shows up on light updates.
How the freight yard works
Basket walks through the mockup. Chest carts come in and fill one lane, then the next. A train can bring up to eight freight cars here, plus the engine, the caboose and the cart you ride in. When the caboose comes through, the lane is marked full and the next train goes to the next lane. The Go button sends a lane's carts up to the platform and resets everything.
First Basket wires the last spot in each lane to mark the lane full on its own, so the extra cars from an overfull train roll on to the next lane. The new line trips as soon as one car arrives ("I think I have too many torches"), then runs out of signal and needs another repeater before it works. That was the overfull case, which Basket later sums up as "isn't a bug, now it's a feature."
Testing turns up a real bug. With fewer than eight cars, the lane never gets marked full, and the Go button doesn't work right. Basket runs a line so pressing Go also feeds each lane's memory loop. "Ta-da!" A short train leaves, and a full one still works.
Emptying the carts
The last job is draining the carts. There's already a hopper under each cart spot, held shut by redstone power, so Basket adds a lever to switch that power off and a hopper chain to carry the items away. Some of the blocks next to the line turn out to be powered almost all the time, so it gets rerouted under the floor. That closes off a gap Basket used to walk through in survival.
A lapis block dropped in comes out at the bottom, and a train full of random items empties through one hopper chain. The catch is that it's a lever. Leave it on and the next train starts emptying too, so Basket may swap in a button with a T flip-flop someday, if there's room. Then Basket checks what happens when the cart pile backs up to the platform, and the extra carts bounce back and forth for a while. The credits run to the end with no gameplay after them.