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Intersection Designing: Hypermine Vanilla S2 Episode 47

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This stream runs about 68 minutes. It opens on a card reading "Hypermine Vanilla VOD" and "Intersection Designing" with no episode number, so the number here comes from the playlist. Most of it happens in Basket's creative test world. The last part is back on the server, at the spot for Intersection 2 near the small rail station.

The plan for the day: "perfect what the code or like the construction is going to be like" for the next intersection, and work out how far ahead of it the token reader has to sit.

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A look back at Intersection 1

Basket starts by riding out to Intersection 1 at the Basket Station exit to remember how its powering problems got fixed. The redstone there never sits on the blocks being read. The top slabs might not be needed anymore, and the registers will be spaced further apart this time.

Three registers in the test world

In the test world sits a four-way intersection with a roundabout in the middle. Trains turn right by default, so the reader needs three registers: one for "go straight," one for "go left" and one for the caboose to clear the others. Each is the familiar item sorter: a hopper that only takes one kind of item, a comparator reading it, and a dropper that clears it into a hopper line below.

The comparators would stick up out of the gravel track bed. A viewer suggests carpet on top. "Ooh carpet, I like it." Another idea, turning the signal out to the side, bleeds into the next register, so Basket spaces them three blocks apart instead, with plain rail between. Basket copies the register twice in MCEdit and programs one for diamonds, one for note blocks and the caboose for redstone. The caboose signal runs through a line of repeaters so the memory only clears after the whole train is past. Going straight powers one track switch; going left powers both.

A four-way rail intersection with a small roundabout at its center, built from white blocks over a sand flat in Basket's test world

The test train

Basket builds a small launch station with a button and powered rail, then loads a train: an engine with a diamond, an empty middle cart and a caboose with redstone. On the first run a cart ends up in the wrong spot because the button's power bleeds through. The next train goes straight, but the intersection doesn't reset. A repeater more of delay doesn't fix it.

Chest minecarts on a raised test track above columns of hoppers in the test world, with other redstone builds on the sand behind

A note block train turning left shows the problem is only in one register, and Basket suspects the same BUD powering trouble as Intersection 1. A viewer suggests lowering the block on the right. Basket lowers it, so the register gets its power from the block next to it rather than directly, and that fixes it. The next run goes straight and clears. "So I guess lowering it down did work."

Close view of droppers and redstone under the test track, part of the token registers that remember which way a train wants to go

The answer for the real build: the first hopper goes 13 blocks back from the main part of the intersection, then one every three. A viewer suggests two more repeaters of delay for the reset. "Yeah, okay cool, we're in agreement."

A bypass at Intersection 2

On the server, Basket rides past the big station and the road crossing into town and gives a quick look under the small rail station. Intersection 2 only needs "straight by default or left," so it gets two registers. Basket counts 13 blocks out from the five by five intersection and builds a raised bypass of cobblestone and powered rail so trains keep running during construction. On the far side, 13 blocks lands on a bridge over a pedestrian underpass, so the hoppers move further back and the caboose clear will need a longer delay. The bypass gets longer too. "Stupid windy rail."

A temporary powered rail bypass climbing over the Intersection 2 site beside the main line, between wooden fences and grass

A test ride to the large rail station and back gets through the bypass fine. The space under the intersection still has to be dug out, maybe off camera, before the registers go in. The credits run to the end with no gameplay after them.