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Intersection 1: Hypermine Vanilla S2 Episode 42

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This stream runs about 64 minutes. It opens on a card reading "Hypermine Vanilla VOD" and "Intersection 1" with no episode number, so the number here comes from the playlist. Basket is alone on the server: the only lines in the in-game chat are Basket's own, sleeping through the night and clearing the weather. "Anybody that's on the server, nobody, be careful."

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The bug has a name

Last stream ended with the intersection reader under Basket Station refusing to clear, while a copy built in the open air worked fine. Basket starts by comparing the two again. Breaking a block next to the real one and putting it back makes it fire once, then stop. "So it thought it was bud-powered." A block update was doing the work, not the button.

Running the power straight into the sides of the hoppers, without powering the blocks the redstone dust sits on, makes both fire. "I think the main thing is powering these blocks breaks it." Basket tries slabs, which don't carry the signal down, then furnaces, which half work. A note block shows a block getting power it shouldn't. "Bud powering is the devil."

Two furnaces stacked under stone brick blocks with redstone dust beside them, part of the token reader wiring below the track

The answer is an upside-down slab or stair: redstone can run over it, and it doesn't power the block below. The test dropper counts down "5, now it's 4, now it's 3." Basket swaps the blocks for top slabs and refills the two registers with east tokens and caboose tokens.

Wiring the switch

The caboose register doesn't need to move any track. It runs through a long chain of repeaters, so the caboose has time to pass before the reader clears. The east register powers the track switch. The first version points the wrong way, so Basket adds a torch to flip it: with no token, the switch now sends trains west. For testing, every train that leaves loops straight back into the station to be sorted again.

A powered rail line with yellow trim running between spruce fences and stone blocks at the exit from Basket Station

A race against the engine

The first real test with an east token fails. The token lands, but the switch flips after the engine has already gone by. "It's not fast enough by a bit." The caboose part works.

A viewer suggests moving the outgoing ramp further away, but there isn't room. Basket tries plain rails before the switch to slow the train down: closer, still not enough. Next, Basket takes a torch out of the circuit by pretending the east token means west, and the default becomes east. Still too slow. Basket swaps the two registers around, not expecting much: "This is probably a waste of time." The next run gets "almost."

Then a stretch of unpowered rail stops the train dead. A few powered rails followed by an unpowered one does it. The engine gets through, the switch flips, the caboose follows and the reader clears. "We accomplished that, everybody. It only took us two streams."

A chest minecart on the track at intersection one, seen from above, with powered rail lines curving around a stone brick loop

A full train

A viewer asks for a test with more carts, so Basket crafts more chest minecarts and lines up a whole train. It mostly works, but the engine slows down on the way through, so Basket adds more delay at the launcher between the engine and the rest of the train, "just to be on the safe side," and runs it again. The cars don't get too close together, and the caboose comes through. "We have accomplished intersection one."

A row of chest minecarts lined up on the yellow and black striped platforms at Basket Station at night, ready for a full train test

The fix will carry over to the other intersections, which will have the same powering problems. Next up is either the freight yard or the destination tokens, and the tokens win. That means renaming a lot of items, and Basket needs cobblestone for them, maybe through a station stop that empties chest carts full of cobble. The credits run to the end with no gameplay after them.