This stream archive runs about 77 minutes and opens on a card reading "Stream Archive" and "Destination Picker Debugging", with no episode number, so the number here comes from the playlist. It's back on the Hypermine server at Basket Station, with the checkerboard floor in place over the pit. Cassildz waves "o/" in the in-game chat at the start and Basket waves back. The job is the destination picker under the floor, and it isn't working.
Finished, but broken
After the last stream, Basket finished the picker off camera and put everything in. It didn't work. The idea: you hit a button, a piston moves over, and a clear line fires first to empty the whole memory bank. Then the one dropper behind the button you picked shoots its item back across, so the light for that destination turns on and a signal goes down to tell the station where you want to go.
On the server, the results look almost random. Some cells work and some don't. "Possibly bud switch related, I don't know." Basket had already started turning one line over to hoppers, with a one-tick pulse and an inverted signal, and that isn't working either.
Chasing the pulse
Basket moves the buttons up on top so they can be pressed from inside, where the redstone is visible, and fixes one spot that had dust where a repeater should be. A button press lights the line, but the other cell doesn't clear. Maybe the pulse is too short? Basket stretches it to two ticks, and a viewer points out the wiki says one redstone tick should be enough. A viewer suggests two more repeaters to delay the other line. "No dice."
It works in creative
Basket hops into the creative test world to compare. The same picker sits there, buttons on the south wall like the server one, and it works every time. "It all works perfectly, great, everything is wonderful." As far as Basket can tell it's the exact same setup.
Back on the server, things only get stranger. A viewer notices that the button has to be hit twice. The first press makes no click, so the dropper should have fired, but no item shows up. The second press moves it. "Droppers are driving me crazy. This is my conclusion." Basket even runs a redstone line along the wall to match the creative build, just in case. It changes nothing.
A test on the floor
The plan shifts to hoppers, which hold items while powered. Up on the station floor, Basket builds a small test. When the hopper is powered through a block with a lever on top, the button can't move the item over, but with the power coming from the side, it can. "I didn't realize that a block that's powered is different than a redstone block in the same spot." Then the reset line goes straight onto the hoppers as redstone dust, and the item moves over. "I think we're onto something."
Solved on stream
The stream is running late, so Basket rebuilds quickly: hoppers in, redstone dust along the top, and blocks with torches on them. Then the test. Everything starts lit. Basket hits one button, they all turn off, and just that one comes back on. "We solved it on stream. It took us a little longer than planned, but we got it figured out."
The stream ends there, and the credits run to the end of the video with no gameplay after them.