This episode runs about 62 minutes and opens on a card reading "Episode 81" and "Iron Farm Rail Station." After several episodes of planning in creative, Basket is finally building the new small rail station in survival on the Hypermine server. As Basket puts it, "we're making a small rail station over by the iron farm." The creative copy sits in a picture-in-picture window in the corner so Basket can check it while building. Kondrik is on the server too, waving hello in chat.
Working from the copy
The stone brick walls are already up when the episode starts, and Basket has pushed one wall out a block since the last stream because it was too close. That gives the top floor six spots instead of five. Basket lays the rail where trains come in, with a turn, powered rail and an ejector rail, then the drop where carts fall down to the machines below. A row of levers goes along the wall, with a temporary platform three blocks down so Basket has something to stand on.
Buttons, signs and sticky pistons
Next come the buttons a rider presses, with redstone dust on the blocks and signs above them. One sign says "Engine," and another reads "Request Passenger Cart." The others wait for labels. Basket heads downstairs and turns every regular piston into a sticky piston ("I'll regret it later"), then sets four of them facing down under the buttons.
Hoppers, furnaces and a spot for a cactus
Behind the buttons go redstone torches that will fire dispensers. Basket only has droppers on hand, so plain blocks stand in where the dispensers will go. Hoppers feed in from the entrance side, with furnaces on top of them "to reduce lag." One spot stays open for sand and a cactus. "This is where they're actually gonna break."
Partway through, Basket uses the server's one-bed sleep system, standing on a bed to skip ahead to sunrise. Chat shows Kondrik using it too.
Tracks down to the machines
Then the rail lines go in: two tracks curving in and heading down to "the craziness downstairs," and a line that runs straight down into the engine spot. One track zigzags and turns back. It leaves room for trains but not for a person to walk, so its power will have to come from underneath. A ladder goes up the side to reach the top.
The launching mechanism
Below the floor, Basket builds the launcher that sends each car off with a gap after the one before it, so the hoppers have time to load tokens. It starts from a redstone block, then a row of six redstone torches and a long chain of repeaters on full delay. Halfway through, Basket finds the whole row was built in the wrong spot. "I put this whole row in the wrong spot." Out it comes, and Basket rebuilds it.
Back upstairs, Basket hits the go button. The torches light up one after another. "Yes, good. So that's a launching mechanism." A lever sets the switch, so trains coming in will turn off to drop riders and go into the sorting system.
Where it stands
With the time almost up, Basket starts on the sorting floor, sloping a rail down where hoppers will go, then lights the area so mobs don't spawn. The top floor, the rail lines and the launcher are in. The dispensers, the sand and cactus, the activator rail and the sorting system are still to come. The end card follows the gameplay, with no clip after it.