BasketMC

Debugging Trains: Hypermine Vanilla S2 Episode 92

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This episode runs about 65 minutes and opens on a card reading "Episode 92" and "Debugging Trains." Basket starts at the first of the small rail stations and finds a problem right away: "this one had no trains, the whole train bank is empty."

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An empty station

This is the first version of the small stations, so it lacks some of the parts that keep the later ones running. Basket wants a hopper chain up to the top room, maybe with a light that shows when the station is low on chest minecarts. That has to wait for supplies. A cart that does turn up is stuffed with engine tokens and caboose tokens, and Basket lets it go anyway ("probably find out") and rides to the main station. The plan: program the destination for the new Iron Farm Station first, then come back.

One lever in the wrong spot

Basket's old notes are on paper and so old that the logic has to be worked out again. The basement is low on engine tokens and carts are stuck, so Basket bumps them back onto the track. Leaving Basket Station defaults east, so the new code needs an "Intersection 1 West" token. Intersections 3 and 6 seem to name the same spot, so Basket puts question marks in front of 3 and settles on 6.

The test cart doesn't turn. Basket sends another and watches the switch instead of riding. Under the intersection, one line triggers and the other never does. The cause is a leftover from an old change: the switches used to sit on top, and while moving them below, Basket broke something else. One lever is in the wrong place. Basket moves it, and the track switches.

A line of redstone dust running along stone bricks in the dark machinery under a rail intersection

Fourteen tokens

The next ride stops short: "I need more powered rail." Back downstairs, Basket counts 14 renamed cobblestone tokens into the system. For a while nothing shows up where it should, until Basket works out why: "I guess it takes a while to go through hoppers." The leftovers end up in the overflow chests, and the wooden swords from last time still make that harder. Since engine tokens are low, Basket adds a batch.

While all this goes on, soapthgr8 logs in and waves in chat, and another player joins a little later. Both say goodbye before the next ride.

Out to Iron Farm Station

Basket gathers string, a tripwire hook, a dispenser, powered rail, hoppers, redstone, smooth stone, iron blocks for chest minecarts, and wood. The plan was to add backup chest minecarts at Port Hypermine South, but Basket finishes the rail to Iron Farm Station first.

The destination wall at Basket Station, with signs for South Port Hypermine Station and Iron Farm Station and a sign reading "Press Button for Destination"

Then comes the real test: press the Iron Farm Station button and wait for the carts. The first cart has no engine tokens, so Basket hands it some. One spot of track was missed, but the train arrives. Basket calls it "success-ish."

A double rail line with powered rails between spruce fences, climbing a cobblestone ramp under a blue sky

The ride back

At Iron Farm Station the return tokens say "Intersection 6 east," which is now the default. They should say south: "I think I was tired or something." Basket renames them at an anvil and sorts them back into the hoppers. This station has no way to clear out extra carts, so a chest catches the leftovers, and a stray cart is still loose on the line. The ride back goes fine, and the stray cart turns out to have made it all the way on its own.

One question is still open: why the first cart at the main station still has no engine token. Basket writes the to-do list on two signs (that question, and a backup chest minecart at South Port Hypermine Station) and logs out right in front of them.

A sign on the floor reading "Todo List: Why no engine tokens in Main Station Engines??"