BasketMC

Small Rail Station Planning: Hypermine Vanilla S2 Episode 78

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This episode runs about 64 minutes and opens on a card reading "Episode 78" and "Small Rail Station Planning." It picks up in the creative world where Basket is rebuilding the small rail station, with a few trips to the real station on the Hypermine server to check how things were done there. Basket is the only player seen on the server.

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Engine and caboose leave together

Last time ended with carts sorted into an engine spot and a caboose spot. Now the caboose has to go when the engine goes. Basket changes plans a few times about where the wire runs ("I changed my plans. Never mind."), then settles on bringing it over to the side so it doesn't grow the footprint. A repeater through a block keeps the two signals apart. Now when an engine leaves, the caboose leaves with it.

Calling up the next train

When either train leaves, the station should send up more carts. Basket tests it by loading items so a train fills up and leaves, 16 at first and then 8. The line fires twice, too close together, and a stray token sits in the switch until Basket fixes it by hand. Adding delay in one spot doesn't help. Adding it on the other line does: "okay, that worked."

Tokens for the caboose

The caboose needs a stack of tokens dropped into it. Basket notes the worst part isn't the redstone: "I have to rename so many items for each of these things." The first hopper setup lets only three items through. "So that was a waste of time." Plan B uses hoppers that don't point straight down, under a furnace. Along the way Basket finds a hopper pointing directly down still empties even when powered. In the end only one hopper is getting items, so Basket parks it and thinks about a small clock instead.

Hoppers in a row beside a furnace with redstone dust running past them in the dark lower floor of the creative station copy

The chest cart room

Next is the top room. On the server, Basket checks the layout: a button, a torch under a block, and a dispenser that drops a chest cart onto the rail. Back in creative, four dispensers go in with a chain of hoppers on top and a plain rail in front. Basket throws in a pile of empty chest minecarts, presses the button, and a chest cart appears, though "I kind of expected a little faster."

A row of dispensers over powered rails along the stone brick top floor of the small rail station copy in the creative world

Another check on the server sorts out which line is which. Empty carts come up one line, break, and their items drop into the hoppers that feed the requesters. The sand and cactus sit offset by one, right at the roof level, and Basket takes a screenshot to copy it.

A cactus growing on a sand block between stone brick walls inside the existing small rail station on the Hypermine server

Three lines, not enough room

Then the rail paths. The engine path, the empty cart line and the freight line all need to reach the top. Carts can climb one spot but not come back down, which Basket flags as a possible bottleneck. The caboose and engine slopes won't fit side by side until a trip to the server shows the caboose runs one block higher in the corner.

Powered rail tracks looping and turning around on stone brick at the top of the small rail station copy in the creative world

The freight climb comes up one block short. "It would have been pretty awesome if it had worked out perfectly." Basket reroutes it through another spot instead, a "kind of ugly looking path" for chest carts with items in them. They drop off an item to flip the track, pick it back up and ride all the way up to the room.

Where it stands

Most of the top is set up, and the engine and caboose spots work except for the caboose tokens. Still to do: hook the two lines up to the top, run a path from the bottom up, send caboose tokens through an item sorter, and build the item elevator. "We're getting close." The end card follows the gameplay, with no clip after it.