This stream runs about 64 minutes and stays on the server the whole time. It opens on a card reading "Hypermine Vanilla VOD" and "Building Intersection 2" with no episode number, so the number here comes from the playlist. Last time Basket planned the token reader for Intersection 2 and put in a raised bypass so trains could keep running. Since then the space underneath has been dug out off camera. Today the mechanisms go in.
This is the first regular intersection on the network, and a three-way one, which turns out to make it a lot simpler than the four-way design from the test world.
Track defaults and hoppers up top
Basket starts on the surface, moving curved tracks and powered rail around the middle. Each corner switch has to point the right way when nothing is powering it, so Basket breaks the rails, swaps the gravel under some of them for blocks with redstone torches, and puts the gravel and rails back. One side needs no change at all, since there's no turn in that direction.
Then come the hoppers along each approach, with comparators beside them reading what drops in. The gravel keeps falling apart while Basket digs. "I need a silk touch shovel or something." Early on another player, Nemsun, waves in chat, sleeps through the night and logs off.
The registers underground
Down below, Basket works from screenshots of the test world build. On each side a chain of hoppers runs five tall before a dropper, all set in stone bricks so the mechanism is "less likely to be dug into." Basket builds the same thing on every side at once to keep it straight. One side ends up with its registers three apart while the others are two apart. "I think they'll still function fine."
Wiring it up
On a recheck, all three corners need inverting, so more torches go under the track. After that every train turns right by default. The straight register changes one switch and the left register another. Basket drops an item in a hopper, the track flips, and the redstone runs a long way along the tunnel to reach it. "With a three-way intersection it's actually a lot easier to program."
Redstone runs low halfway through. A chest search turns some up, which saves a trip to the witch farm.
For now the used tokens collect in a hopper, and caboose tokens will go in a chest. The plan is to send the other tokens up a dropper elevator and into trains leaving the intersection, so they get carried back to a station and don't all have to be made again. A viewer suggests renamed paper instead of cobblestone for tokens. Basket likes it, but there's no sugar cane farm on the server yet. Around the 50 minute mark jandoncom joins and waves.
The caboose clear
The last job is the delay that clears the intersection once a caboose has passed. Basket crafts a stack of repeaters from smooth stone and lays nine per side, looping around in the tight space. One side doesn't make sense until a second look at the screenshots ("Oh I know what it was"), and a block gets lowered so its signal doesn't bleed into the caboose line too early.
The final line connects up at the end. "Ta-dah!" The registers still need tokens loaded and the rail on top still needs fixing, and no train runs through it on camera. The credits run to the end with no gameplay after them.