BasketMC

Basket Station Final Touches: Hypermine Vanilla S2 Episode 73

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This episode runs about 65 minutes and opens on a card reading "Episode 73" and "Basket Station Final Touches." The plan is to finish the Basket Station mall: the last of the roof, one wall that doesn't line up, the far wall, and the entrances. Basket is the only player on screen.

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The last of the roof

Basket climbs back up with sea lanterns and light blue glass panes and carries on with the side of the roof that's left, six panes and a lantern at a time. Then the glass runs out, and so does the lapis to dye more. "So close." A search downstairs turns up some lapis after all, so it's back to the crafting table for more light blue glass. The last gap is awkward to reach, so Basket ender pearls over to it. A quick look around for missed spots, and then: "So the roof is done, ta-da!"

The finished glass roof of the Basket Station mall at night, rows of sea lanterns arching over the upper floor walls

Fixing a wall and closing the far end

One wall has pillars that don't line up with the ones across from it. Basket pulls them out, moves the glass over, and puts the pillars back where they belong. Low on food along the way, Basket buys cooked fish with lapis from another player's shop in the mall.

The far wall comes next, in granite and polished andesite with a window of white stained glass. Behind it goes a small utility room with a smaller window, and a space left open for stairs that will one day lead down to the freight area. Torches go on the inside so they don't show from the rest of the mall, and the service area gets an iron door. With one store already open, anyone on the server is welcome to claim a shop: "go for it."

Zombies at the door

The entrances need a trick that lets players in but keeps zombies out. Basket's first guess is fences under white carpet, with quartz stairs leading up. It looks fine, so Basket goes and finds a zombie to test it. "It doesn't work." The zombie walks straight in.

A zombie standing on the white quartz floor inside the mall after walking in over the first entrance test

A look at a build on another server that uses the same idea doesn't explain it, and swapping the stairs for solid blocks doesn't stop the zombie either. So Basket keeps the zombie around as a test subject and goes hunting spiders. With eight string, plan B goes in: string, then carpet on top. Mobs don't see it as something to walk on, but players cross it fine. This time the zombie can't get across. "You can't get me." Basket builds the second entrance the same way. "All right, so that is the mall."

A victory lap with a problem

To show it all working, Basket requests a train to the south Port Hypermine station. The carts arrive with an engine programmed to go east at intersection 1 and north at intersection 2, and a caboose to mark the end. On the way the train passes the railroad crossing, which counts the cars and drops barriers while they go by. In town, Christmas trees are still up.

A Christmas tree decorated with colored wool blocks still standing in town beside a stone building, with torches on log posts along the path

The trip back is where it breaks. Basket requests a train to Basket Station and nothing comes. Down below, the small station is out of carts. Climbing up through the system, Basket finds the filters are looking for cobblestone tokens with an old name, so engines and cabooses never end up in the right spot.

The fix is renaming new tokens at an anvil, and that brings its own surprise. Basket can't get a whole stack to rename and decides it only works one at a time. "It used to be you could rename an entire stack." With enough BR:ENGINE and caboose tokens made, the filters get the right ones and the station gets some chest minecarts. Loading it up the rest of the way waits until after the stream.

An anvil screen renaming cobblestone to BR:ENGINE, with the tooltip showing the renamed cobblestone token

The credits run to the end with no gameplay after them.