This stream runs about 65 minutes. It opens on a card reading "Hypermine Vanilla SMP VOD" and "Basket Station Mall" with no episode number, so the number here comes from the playlist. The plan: "continue work on the mall until we run out of blocks." The quartz is nearly gone already, so a lot of this stream is planning, with stand-in blocks marking where things will go. Basket is the only player on screen.
Counting out the second floor
Basket starts by counting the space over the stores. Eleven across leaves room for stores five wide, or four small ones, or one bigger one, depending on what goes upstairs. The stairs from the walkway move two blocks forward, and a bridge three wide will run across the gap, though it might end up skinnier. Lamps go into the floor three apart, with levers to switch them, but the white glass over them waits for the quartz.
A food court and a bathroom
A strip of small rooms turns into the food court. A few are big enough for "a small kitchen thing" with a counter out front, and one that is only three by three might become a single-user bathroom. A viewer notices the "attention to detail." The food court gets windows so people eating can look out at the ocean, with room for maybe two small restaurants next to it.
A tour of the station
For anyone who just tuned in, Basket heads over to show how the station works. The destination wall has one stop programmed so far, the south Port Hypermine station, "a small station I have over in town." Press the button, wait out the delay, and the carts come down. One is programmed as the caboose and one as the engine, set to turn north at intersection 2 and east at intersection 1.
A viewer brings up a problem: a visitor from the server came to the station and couldn't tell that it only goes one way, and not to the iron farm. Basket agrees it needs explaining. There's no station at the iron farm yet, so people have to walk. Some ideas: signs at the arrival gate, a board showing what's nearby, or a sign saying the iron farm is "coming way later."
Staff stairs and a big store
Back in the mall, Basket pulls out some stairs, then remembers they were only ever a quick way up and puts them back. "Sorry about that." One corner becomes utility stairs going up and down, behind a staff door, so store owners can bring supplies up from the freight yard once it exists, like the "shortcut hallways" behind a real mall. A viewer suggests a utility room, and Basket likes the idea of a circuit breaker box in there. A larger store will overlook the path. When a viewer suggests a theater, Basket thinks one facing a big screen could work.
Shopping in the basement
Then the andesite runs out. Basket drops down to the floor where carts arrive and get emptied into the sorting system, fixes a cart that shouldn't have been sitting there, and keeps going to the deepest basement. Everything dug out of the big hole was dumped there, "not sorted at all." There's a little andesite, and a wish for shulker boxes, which nobody has yet.
One store with a window
The last blocks go into a store on the upper level. Basket builds the walls as they are for now, so windows can be cut in later, maybe a bit up from the floor. The ceiling is three high to leave room for lights. The roof is still open: a dome, a big glass top, or nothing at all. From inside, you'll be able to look through a couple of sets of windows at the stores across the way. "I like how it turned out." The credits run to the end with no gameplay after them.