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Small Rail Station Planning: Hypermine Vanilla S2 Episode 77

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This episode runs about 65 minutes and opens on a card reading "Episode 77" and "Station Planning: Engine/Caboose Loader." Most of it happens in the creative world where Basket is rebuilding the small rail station, with one trip to the real station on the Hypermine server. Basket is the only player seen on the server.

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One block over, by hand

Last time the room came out 14 blocks across when it should have been 13. Basket wanted to shift a whole chunk of the build over by one in MCEdit, but "MCEdit was freaking out." So the plan turns to the clone command. After a few tries at the coordinates the game refuses, and Basket works out why: "you can't clone within the same space." It all gets moved by hand instead. "It's gonna take like the whole stream just to move this over."

When a viewer asks why bother, Basket explains that the whole station is planned to fit a slice 13 wide. The creative copy was miscounted, and rather than change the plans to 14, the build moves to fit the original limits. The rebuilt piece is a dropper with a hopper feeding it, a repeater and furnaces on top "to stop the lag." With blocks loaded in, a test button sends one item down and one cart comes out carrying it. Basket also thinks about swapping the spiral climb for something straighter, since the turns slow the carts down.

Where engines and cabooses go

Next comes the route for carts that get sorted out as an engine or a caboose. They drop down, loop around, grab the items they dropped off earlier and then fall straight down into place. Empty minecarts that arrive get their own line and a spot to drop into, and chest minecarts drop into the supply.

Powered rails curving around a stone brick block with redstone dust and torches on top, and a rail climbing past it, in the creative copy of the small rail station

A look at the real station

On the server, Basket finds a bug: "there's a million trains that are all stuck in one spot." The existing station uses a cart to carry the collected items up the side. The new version will use an item elevator instead. The caboose token sorter here also sits "outside of the bounds" of the building, which the redesign has to fix. Basket takes screenshots of the launcher, which listens for when its items run out, and of the switch that decides where a caboose goes.

Looking down into the existing small rail station on the Hypermine server, powered rails zigzagging up stone brick walls lit by torches

The engine loader

Back in creative, the engine spot gets a comparator into a block, a torch, a sticky piston and a repeater on a full delay. The test uses a chest minecart and a hopper full of levers. Once the hopper is empty the cart is sent away. "Tada!" Then Basket squeezes the design down so it's "a little bit skinnier," and it still works.

Which way the next cart goes

The switch uses two droppers fed by hoppers. If a dropper has an item in it, the intersection flips. Carts go to the engine by default. A button stands in for the real signal: one press releases an item and the track turns, and a cart running over a line takes one away again. When a cart leaves its spot, the next one goes there to replace it. Only two trains should ever come up, one for the engine spot and one for the caboose spot. When either one leaves, it will also call for two empty minecarts.

A row of furnaces and blocks over the rails in a stone brick room in the creative world, with a ladder on the back wall

Where it stands

The engine loader and the engine or caboose split are in, and Basket likes "this configuration a lot better than the previous one." Still to do: releasing the caboose tokens into the caboose, maybe with "some sort of timed thing." The end card follows the gameplay, with no clip after it.