BasketMC

Port Hypermine South Rail Station: Hypermine Vanilla S2 Episode 106

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This episode runs about 55 minutes and opens on a card reading "Episode 106" and "Port Hypermine South Rail Station." Despite the title, the stream picks up in the same station hole as last time, with the creative-world blueprint in the picture-in-picture window. "Where I left off last time was I ran out of powered rail."

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Walls before redstone

There's no powered rail yet, so Basket uses up blocks instead. The back wall and a side wall go up on the top level, with a door planned for later and probably a window or two. A tree comes down because a building is planned where it stood. Stairs get worked out next, down from a spot where double doors will open, and the opening is blocked off for now "just so we don't have bad guys running in here."

Torches go up all over the top floor. "A creeper blowing up everything puts you back quite a bit."

Torches lighting the stone brick upper floor of the station, with powered rail running along the base of the wall

Off by one

Then the problem from last time. The levers under the floor were in the wrong spots, and now Basket finds out why: a hole that should line up with a repeater doesn't. "It's off by one." The repeaters come out carefully, the redstone shifts over a block, and the row of six redstone torches with regular torches between them goes back in the right place.

Basket alternates the levers the other way, builds little steps to get back up top, and checks. The powered rail is unpowered, the way it should start. "So now we know that we're on the right track."

A row of levers on a stone brick wall under the station floor

A launcher with a delay

The launching mechanism comes next, copied from the blueprint. Each car of a train sits on its own powered rail, and the redstone underneath runs through little U-shaped loops of repeaters so the cars don't all leave at once. "They need to be delayed by a little bit." Basket warns more than once about standing on a repeater while sneaking: walk off the edge and you fall.

A sticky piston points down into the line, and the go button goes against the wall where the blueprint has it. Press it and the piston drops, the line unpowers, and the cars would fire off one after another. "You hit the button and they fire off with the delay in between each of them."

Redstone repeaters and dust on stone brick ledges, the delay loops of the station's train launcher

Ladder and gold

The wall on the ladder side was dug one block too deep, so Basket pulls the whole ladder and rebuilds it one block out to keep the station the same size as the blueprint. Gold blocks become more powered rail, though "we'll have to go to the gold farm at some point," and Basket grabs comparators and hoppers for what comes next.

Starting the sorter

When a train pulls in, each car drops down and has to be sorted. Basket lays the first part: hoppers pointing into the wall, regular rail, and a line that slopes down. A hopper checks whether a car carries an engine token, and if it does, a redstone torch flips a T-shaped junction so that one car turns off. A couple of blocks become slabs so the redstone can run under the rail.

Then Basket notices the junction is backward by default: it turns every car instead of only the engine. A single repeater on one tick reverses the signal on both sides. It can't really be tested until the hoppers have the right items in them. "Very complicated," Basket admits, and that's where the stream ends.

Powered rail lines meeting at a junction above a stone brick pit with a lever and redstone, part of the station's cart sorter