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Train Length Sorter: Hypermine Vanilla S2 Episode 28

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This VOD runs about an hour and opens on a card reading "Hypermine Vanilla VOD" and "Train Length Sorter", with no episode number, so the number here comes from the playlist. Basket is the only player on screen. The stream starts on the Hypermine server with a short tour of Basket Station, then moves to the creative test world for nearly all of the redstone.

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A tour of the station

For a viewer who hasn't seen the project, Basket walks through how the station will work. A train arrives, the rider gets out, and the rest of the train goes below. Up on the main floor you pick a destination with a button, and the droppers underneath drop tokens through the ice into an engine cart, which carries the tokens that tell each intersection where to send the train. A caboose at the back tells the intersection the train has ended.

Above the dropper array sits the newest piece: a sorter that sends chest carts with items in them one way and empty ones the other. Engines can just be emptied and put back on the empty stack. The open question is the caboose. "If it's only a caboose that arrives through here, then I can just empty it." If more than one car comes through, it's freight, and it has to go to the freight yard.

The gold and black caution floor along the tracks at Basket Station, seen across the checkerboard floor with torches and a tree line beyond

Counting with wooden swords

In the test world, Basket shows the freight yard model again: up to eight freight cars pull in and fill the lanes. A "done" button that sends carts off to be emptied instead of up to departures can come later.

The counter goes on a fresh patch of sand. Each car that passes a detector rail adds an item to a container, and a comparator reads how full it is. A stack of blocks doesn't move the signal the way Basket wants, so Basket switches to wooden swords, which don't stack. Two swords means the train goes straight on to the freight yard. Anything less turns it off toward emptying. Cars leaving the section take a sword back out, and two spare swords give room to count up to 11.

The freight yard model in the creative test world, with parallel lanes of track and a chest minecart in the nearest lane

Detector rails that won't let go

The first test train counts one car instead of three. The detector rail stays powered while the carts run close together, so several carts read as one. Spacing them out helps a little. "Yeah, it still stays on forever."

A viewer suggests a weighted pressure plate. Basket tries iron and then gold, which is lighter, and it might work here, but not for the railroad crossing, where a rider would slow down going over it. Another viewer suggests a rising edge detector, but Basket points out the first two cars would still count as one.

Two chest minecarts on white test tracks beside detector rails and redstone in a creative test world

Tripwire

The next idea is to let the carts come off an edge and fly through tripwire. A redstone lamp test shows the carts do trip it. A viewer spots that the tripwire is "off by one block," and Basket moves it: "Yeah, you're right."

The count still comes out wrong for a while. The clear button sits under a repeater and isn't clearing anything, and extra repeaters keep a line on too long. With a delay of six back in, the line finally blinks between cars. "This seems like it works."

A chest minecart sitting at the top of a narrow white column, looking down at a long row of rails on the sand below

The plan is to spread the real one out and move the deduction further along, since there's plenty of room under the station, then build it on the server. The railroad crossing's own car count is a separate problem for another day. The credits run to the end of the video with no gameplay after them.