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Port Hypermine North Station: Hypermine Vanilla S2 Episode 104

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This episode runs about 62 minutes and opens on a card reading "Episode 104" and "Port Hypermine North Station." The hole is dug to bedrock, so now the redstone starts. Basket has a creative-world copy of the station up in a picture-in-picture window in the corner of the stream and builds from it piece by piece. "Today's going to be a little bit of a back and forth where I'm looking at the picture in picture."

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Tidying the hole first

A stretch of the old dig ladder comes out and the gaps in the wall get filled with cobble. The chests left on the upper levels last time come down and get moved to the bottom, next to the ladder, where the blueprint leaves room for them. Ghost blocks keep showing up near the top, and the bed command clears the night ("Slept until sunrise," the chat log says).

A supply run, and a new name

There's no redstone at this base, so Basket takes the train to Basket Station. Before boarding, Basket opens the carts to show how the system works: one chest cart holds an engine token and an instruction to go south at intersection two, and the other holds caboose tokens that tell each intersection the train has ended.

At Basket Station the inventory fills with hoppers, comparators, rail and powered rail, gold, glass, sticky pistons and furnaces. Picking up obsidian and a blaze rod earns the advancements "Ice Bucket Challenge" and "Into Fire."

Then the destination sign changes. "South Port Hypermine Station" becomes "Port Hypermine South Station," because Port Hypermine is the city and this is its south station. "We're renaming the station officially, as of this stream."

A destination sign under redstone lamps reading "Port Hypermine South Station" next to one reading "Iron Farm Station"

The line that doesn't go anywhere yet

Back at the south station, Basket walks the rail toward the new hole. This track was built a while ago and runs along the north side of Port Hypermine, but nothing uses it yet because the station at the end doesn't exist. Two rails are missing and the slope still needs its wood and torches. Near the end of the line a sign marks where a junction will go: trains will either head north or loop around to the south station.

A sign among torches and trees reading "Proposed Rail Junction East loops 'round to south station"

At the hole, a water bucket turns some lava into obsidian, and an Ender Chest gets crafted on the spot.

Carts on request

The first machine goes in the corner opposite the ladder: a column where chest minecarts stack up, a sticky piston at the bottom and a comparator watching for items. Put an item in, and a cart is pushed out, grabs it and climbs a powered rail chute. Higher up, a dropper catches the items the carts bring back and holds them for the next request. "It's kind of like making a program," Basket says. Every rail in the chute is powered because the server has a gold farm.

This is version two of the design. The Iron Farm station had to be built as a mirror image to fit its ladder, but here the ladder lines up with the blueprint.

Emptying carts and sending items up

Next comes the platform where full carts land. A hopper pulls the items out, and once the cart is empty a sticky piston lets it go so it rolls back to the stack. Basket tests it by tossing items onto the hopper, and it works.

Redstone repeaters and redstone dust on a cobblestone platform beside a hopper, part of the station's cart machinery

The observer blocks seem impossible to craft at first ("What's the point of having a thing if you can't make this stuff?"), until Basket notices the wrong menu was open: "I take it back, Mojang." Hoppers, a dropper, a comparator and two observers make an item elevator that shoots the collected items up a shaft, framed in glass. It only goes partway for now. "Eventually this will be built up, we'll do that next time."

Looking down through a frame of glass blocks into the item elevator shaft built inside the station hole