This stream runs about 60 minutes. It opens on a card reading "Hypermine Vanilla VOD" and "Basket Station Work & Chatty Cobble Digging" with no episode number, so the number here comes from the playlist. Basket has "one debugging for redstone" to do at Basket Station, the big station in town on the smart rail network, and then a decision to make about tokens.
New tools first
The stream starts at an anvil, naming new diamond pickaxes. Over the stream the tooltips read "Basket's Silk Pickaxe," "Basket's Work Pickaxe," "Basket's Fortune Pickaxe" and "Basket's Shovel." On the way to the station Basket grabs some sugar cane, just in case a paper farm happens.
Chest carts that slip past
The bug is that chest minecarts carrying items weren't being sorted out properly. Before looking, Basket takes up a viewer's point that a full cart moves faster than an empty one. A quick race in the creative test world comes out close, and Basket decides "at least for what I'm doing, I think I'm okay there."
Back at the station, the answer turns out to be simple. One part of the sorter wasn't getting any power. "Well, there we go. Problem solved." Basket powers a block next to it and sends a loaded chest minecart through. It drops, comes back up and heads off, but the timing is off: the train is only one car long, so it should have gone the other way. After a short break Basket says "So that's fixed" and moves on.
Paper or cobblestone
A viewer suggested renamed paper for the tokens a while back, so Basket runs a 60-second poll in the chat. Cobblestone means digging more and renaming it. Paper means building a sugar cane farm, then replacing every token already renamed. The poll ends in a tie, and Basket picks cobblestone because it's less work right now. Only the programmed tokens will get names. The filler in the rest of the droppers stays plain cobblestone.
Digging out the freight yard
With Haste from the beacon, Basket starts digging out a huge space under the station. It does two jobs: cobblestone for the tokens, and room for the freight yard, "although I don't think it needs to be this deep necessarily." Loads go into chests that feed storage in the basement. Gravel keeps getting in the way, and Basket wonders about a water floor that would push dropped items into hoppers someday.
Runwyld joins about 42 minutes in, and later the chat reads "Runwyld: Slept until sunrise."
A tour, then the prototypes
Near the end Basket climbs the ladders and walks viewers through the station: the dropper array under the floor, the emptying stations, and the main floor where the engine comes in and the destination buttons send a cart down with tokens. A proper building will go around it all eventually. Basket is "almost to the point where I can actually have two stations hooked up."
Basket types "I'm outta here! take care!" and hops to the creative world to show the intersection logic, an early station prototype and the freight yard design, where carts take turns into spots, a switch drains them into chests, and overflow protection moves a long train on to the next set of spots. Parts of the old prototype were "a bad idea" and have been simplified since. A tutorial for the small station and the intersections may come later. The end card follows, with no gameplay after it.