This stream archive runs about 59 minutes and opens on a card reading "Stream Archive" and "Destination Picker Dropper Array", with no episode number, so the number here comes from the playlist. Basket is back on the Hypermine server, and the job is the dropper array at the bottom of the destination picker under Basket Station. Some of it got done off camera between streams. The rest takes a lot of hoppers.
Hoppers by the stack
It starts at the chests, turning wood into chests and iron into hoppers. In the in-game chat, Cassildz joins and Basket waves with "o/", then adds "that was for kondrik, didn't notice you were on when I logged in." After sleeping through the night, Basket gives a quick tour for anyone new. The buttons and lamps are on the wall. Hit one, some redstone happens behind it, the lamp lights and a signal goes down below. "I still probably am going to update this look because I don't know if I like it as much, but it functions."
The refill line
Under the floor, a button press pushes down to that destination's droppers. They alternate, so every other one sits a layer lower. The droppers hold tokens that say where you want to go, and a hopper chain loops around the whole thing to keep them full. Basket drops a piece of coal in to make sure a powered block isn't locking the hoppers. It isn't.
Then Basket spots a shortcut. The line didn't need to run all the way around, which saves two hoppers, then four. A hopper or two turn out to be facing the wrong way, and those stay as they are for now. Each destination will need around 13 stacks of renamed items, "probably just gonna be cobble."
Moving a row up
The return line has to pass underneath one row, so Basket raises it a block, breaking things and chasing everything that falls. Cassildz asks in the in-game chat where to get packed ice, and Basket answers "I think south of iron island." Packed ice was the plan for the ice layer, but it would take a lot, and Basket doesn't want to use up everybody's supply, so regular ice will do. A redstone block test shows the last row isn't used at all, so out it comes.
Zigzag on the lower floor
On the lower floor the refill line zigzags back and forth, with more hoppers pointing into the sides of the droppers. A viewer asks whether the redstone on top locks the hoppers. It does, Basket explains, but only for a one-tick pulse. Then the hoppers run out. Basket heads to the iron farm next door, sleeps, and crafts more, skipping a nearby chest: "I don't want to take somebody else's hard work."
Hooked up
Basket connects the input, so items now cycle through the top and then the bottom. A viewer asks whether a hopper line has a priority when it branches. Down before sideways, Basket says, "pretty sure, otherwise I've screwed up majorly." Some hoppers will fill with junk, so a way to pulse them clear will have to come later. And if a destination gets picked 64 times before its tokens come back, things could get messy, so the design may need refining.
There's an output spot for leftovers, repeaters go in on top (some got lost in the hoppers), and furnaces will go on the next layer up to cut lag. A few blocks need replacing where "a creeper came down and blew up right here." The plan from here: tokens drop onto ice, water washes them along, two streams merge and load into the engine cart. The stream ends there, and the credits run to the end of the video with no gameplay after them.