This episode runs about 58 minutes and opens on a card reading "Episode 75" and "Small Rail Station Planning." Basket picks up where the last one left off, going back and forth between the small rail station on the Hypermine server and the creative copy on another server. The goal is to get "this mess" into the creative world and adjust the design "so that it's less crazy." This is the build-out only. The video that explains it all properly comes later. Basket is the only player seen on the Hypermine server.
How the launcher works
On the server, Basket studies the launch area under the "Go Button" and "Engine Only" signs and takes screenshots to work from. The go button sits on top of a sticky piston. Pressing it pushes a block down, which cuts the power and launches the carts one after another on a delay.
Back in creative, Basket lays a floor out of a block that will disappear later, then counts out where the entrance and the button go from the screenshots: seven blocks from the inside wall.
Delays and levers
The launcher is a chain of repeaters and redstone torches, every other torch stepping up, with enough delay between steps "so that the train will be at the proper exiting path." A train here is an engine, four carts and a caboose. Depending on which way a station faces, some of the rails need levers to point them the right way. The levers bleed power into the step below, so Basket shuffles the repeater delays until nothing bleeds through and everything turns off in the right order.
Engines, cabooses and a bad count
Next is where trains arrive. A cart carrying an engine token has the token taken and gets switched off to one side, and a caboose gets the same treatment. Basket drops this level from four blocks below the ceiling to five so it stops running into the launcher.
Then the measuring goes wrong. The room should be 13 blocks across including the walls. Basket counts 14. "Okay, so I screwed that part up." The wall moves in for now, and the rest gets fixed later in MCEdit. A slab under the rail lets the redstone run beneath it, and two torches stand in for a repeater to keep the same delay in this layout.
Chest carts, full and empty
Back on the server, Basket looks at the next stage. Chest carts with items in them turn down to be emptied. Empty chest carts are handed an item ("interesting choice of an item to give them"), which is how the station tells they are chest carts at all.
In creative, Basket rebuilds it with more space "so you can actually walk around and see what the heck's going on." A chest under the hopper slows the items down long enough for a comparator to notice them. Dropping a block in flips the rail for a moment, which is the whole point. A furnace on top of the hopper keeps the lag down. The item has to go back to the cart afterward: "we don't want to steal it and then not give it back." The first test fails until Basket adds a clock, and then the item comes back up. The rail also gets moved out one block so a person can walk under the low bridge.
Where it stands
By the end, the rough versions of the launcher, the engine and caboose sorter and both chest cart checks are in, spaced out compared with the original. Plain minecarts, with no chest, go up to the top area, and that part is still to come. The end card follows the gameplay, with no clip after it.