BasketMC

Styling Iron Farm Station: Hypermine Vanilla S2 Episode 96

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This episode runs about 63 minutes and opens on a card reading "Episode 96" and "Styling Iron Farm Station." Basket is back at the Iron Farm Station to wrap it up. "We need to do a little bit more styling here and then this place will be good to go."

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A door and some trim

First up is an iron door, with stone buttons to open it. Upstairs, Basket fills in the open spots along the walls with stairs, copying a pattern used elsewhere in the station with "one and a half blocks in between." One spot has to stay open because a cart needs to drop down onto a powered block there. Then come torches, placed as close to symmetrical as the room allows, until the block light reads eight.

A stone brick room at the top of a rail station with stair trim along the walls and torches down the middle

Podzol and a path

The last job on the list is a path out the front to the castle's main gate. The ground around the castle is podzol, and Basket finds out it doesn't spread and has to be dug up and moved by hand. "So it's a finite resource?" The podzol was probably there to keep animals from spawning around the castle while still looking like grass, which makes sense to Basket.

The plan: ease the hill so it steps down slower, then lay a path that snakes toward the gate. Path blocks need grass, so Basket heads off through the Nether to collect some near Basket Station, digging it up in the dark.

On the way back, Basket suspects an intersection is broken, since it should default to turning right and there's no lever to fix it. "Nobody's going to the right anyway." The train makes it to Iron Farm.

Three wide, then two

Back at the castle, the grass goes down, then gets turned into path. Some of it spreads where it shouldn't, so Basket swaps those blocks back. The path starts three wide and narrows to two as it turns toward the gate, with podzol put back along the edges and torches down the sides. The castle's portcullis turns out to be for looks only. "These don't actually do anything."

A sandy path leading across a podzol hill to the gate of a large stone brick castle with dark log pillars

Caboose tokens and a cargo train

Before signing off on the station, Basket checks the caboose tokens kept underneath it and finds only a few. So it's time to make more: cobblestone, renamed at an anvil, dropped in upstairs to filter down.

Then Basket packs the station's spare supplies into chest minecarts to send home, keeping the blocks of redstone and the bed in hand just in case. Every slot in a freight cart has to be full. "That's one of the rules of sending cargo." An empty slot could pick up engine tokens along the way and confuse the system.

A chest minecart on a rail inside a stone brick station, below a sign reading "Request Passenger Cart"

Where did the freight go?

At Basket Station, the freight isn't where it should be. Basket follows the sorting lines one by one: engines one way, empty chest carts another, cabooses and loaded freight carts each to their own track. Two carts made it into the storage room. The third emptied out somewhere else, and its items ended up in the chests deep in the station that act as a lost and found.

The Iron Farm styling sign comes down, and new ones go up: debug the freight train arrival at Basket Station, more caboose tokens at Iron Farm Station, and a lost and found, chest cart drop and token drop at Basket Station, up where players can reach them.

Wooden to-do signs on a granite and stone wall reading "Caboose Token re-delivery feature from intersections", "Debug freight train arrive at Basket Station", "More Caboose tokens at Iron Farm Station" and "Style Rail between Basket Station and Iron Farm St."