This stream runs about 98 minutes. It opens on a card reading "Hypermine Vanilla VOD" and "It Works!" with no episode number, so the number here comes from the playlist. Last time Basket wired the second side of intersection 5 at Basket Station. This time the goal is the last pieces before a real train can run. jandoncom and voodoobeard are saying goodbye in chat as the stream starts, and both have left the game within a few minutes, so Basket works alone.
Two more token lines
Trains that pass the station drop a token saying "keep going," and Basket wants those tokens handed back to trains heading the other way. One elevator for that was built last time. Now Basket builds the one for the other direction: a hopper under the track, a line through the rock (a ravine turns up right next to it), and droppers facing up, run by a clock of alternating redstone torches and blocks. Furnaces replace blocks over the hoppers to cut lag. Basket drops in three granite, climbs to the top, and the granite is there.
Next come the caboose tokens, which until now just sat at the end of their line. Basket builds the same kind of clock there, drops in a caboose token, and watches it go up and off toward the sorting system.
Loading the caboose
The caboose needs a stack of caboose tokens every trip, and that part was never planned. "I didn't plan this part out yet." Basket experiments with hoppers above ground first, powering some and not others, and works out that it takes three layers with the middle one powered. Downstairs, a detector rail cuts the power for a moment when a cart rolls over it, and a batch of tokens drops in. "It's gonna bring in it looks like 12 caboose tokens. That's good."
That means a lot of cobble renamed "BR:CABOOSE," and renaming costs levels. So Basket makes a bed to set spawn, rides the rail out, and heads into the End to the Enderman farm. Between kills Basket renames the cobble and makes a few more anvils.
Back at the station, a whole stack of caboose tokens goes in, and they all land where they should.
The first real trip
"This is what we've been waiting for for six months." Basket presses the button for "the small rail station on the south side of Hypermine." An engine and a caboose come up from below. The engine holds engine tokens plus tokens for intersection 2 north and intersection 1 east. Basket notes the east one isn't needed anymore, since intersection 1 now goes east by default. The first caboose comes up empty because the loader needs one pass to prime, so Basket launches again, and this one has its 12.
Engine in front, Basket in the middle, caboose behind. At intersection 2 the train used to loop right and come back through a manual bypass. This time it goes straight. "Aha! Yes! So, good. The intersection worked." The train drops Basket at the small station, and the caboose rolls through and gets sorted.
The way back is messier. The button sends up two carts, and one holds a pile of redstone. Basket finds old carts with junk in them sitting in the empty-cart section, puts in a lever to send them down, and tries again until the engine holds just an engine token and an intersection 2 south token. Then it's a ride home to Basket Station. "I'm really surprised that it actually worked as well as it did."
Only these two stations exist for now. Basket says the next ones will probably be an Iron Farm station and one on the north side of Hypermine, with a better tutorial so other players can build their own.
Design mode
With the main goal done, Basket starts making the arrival look better. The incline gets the two-step slope the rest of the network uses, stone brick walls go up along the trench, a walkway and a doorway go in, and a pile of old levers come out. Basket checks light levels along the floor; the lowest is 8. A viewer asks about moving animals in passenger carts, and Basket says it works, but the station will kick them out loose on arrival.
Basket rides there and back one more time to see the new walls. A stray cart is still bouncing around somewhere it shouldn't, so "there still might be some bugs." The credits run to the end with no gameplay after them.