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Small Rail Station Planning: Hypermine Vanilla S2 Episode 79

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This episode runs about 65 minutes and opens on a card reading "Episode 79" and "Small Rail Station Planning." Basket is back in the creative world, working on the copy of the small rail station so the design can be perfected for a tutorial. There is one short trip to the real station on the Hypermine server, and Basket is the only player seen there.

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An item elevator for the returns

When engines and cabooses come back, their items get emptied out at the bottom. Basket wants those items carried up an item elevator and through an item sorter, so the caboose tokens get pulled out and anything left over drops into an overflow chest. First an old cart setup comes out and the rail lines get moved to hug the wall. It's so dark down there that Basket turns on Night Vision with a command.

The elevator itself is a column of green stained glass with a dropper at the bottom that faces up, fired by an observer and a comparator in subtraction mode. Basket builds it from memory of another design rather than looking it up. Items go up. "It does click a lot."

Sorting out the caboose blocks

At the top, the line snakes over to make room for the item sorter. Basket mentions that the coming 1.12 update will let an anvil rename a whole stack at once, which will help a design that needs this many renamed items. For the test, iron ore and grass blocks stand in. Basket drops in 20 grass blocks and a pile of stone, and they ride up the elevator. The sorter hopper takes the grass, and the rest ends up in the overflow. "So that is the item sorter."

Green stained glass around a row of furnaces and hoppers with a chest at the end, the new item sorter in the creative station copy

The caboose tokens, take two

Last time the token dispenser for the caboose was parked. Basket tries a sticky piston idea, drops it, and goes with a torch pillar instead. It still doesn't work: the items don't stop where they should. So it's off to the server to see what was built there. That station has torches powering blocks that point into the return line, and a row of hoppers above that doesn't point down into it.

Back in creative, Basket copies that layout and fills the hoppers with stone. This time the stone fills just the top row and doesn't drop down into the return line. "Okay, that's what we want." In the test, the caboose cart picks up 15 items, three from each hopper.

Two rows of hoppers along a stone wall with redstone torches below them, the rebuilt caboose token setup in the creative world

Lines up to the top

Next, the engine and caboose lines need to reach their spots at the top. The lower line is the engine. Basket keeps the caboose line one block higher so a player can walk up the tracks, then snakes both around the tight corner with slopes and turns.

Powered rail climbing a stone brick slope next to a second track, part of the engine and caboose lines in the creative station copy

The full run works once one unpowered rail gets fixed. The engine ends up with the nine or so random blocks Basket threw in, and the caboose gets its 15. Then the empty chest cart line goes in from the bottom: up along the wall, over the spot where it drops off its items, and up again.

Two trains, too close

The last test does not go to plan. When a train leaves, two new carts should come up, one to each spot. Two do come up, but they both go the same way. A switch that should have fired doesn't, though it works when Basket presses a button wired in to test it. The carts come out of the dispenser too close together, so Basket lengthens the timer with more repeaters, more than once. Dispensing five carts in a row shows the spacing does change. On the final try they're still "really close together."

Powered rail lines crossing the stone brick top floor of the small rail station copy, with redstone dust and dispensers along the tracks in the creative world

Where it stands

The elevator, sorter, caboose tokens and engine and caboose lines all work in the creative copy, and the empty chest cart line runs up from the bottom. The two carts that refill the spots still arrive too close together. "I'll have to debug that later." The end card follows the gameplay, with no clip after it.