Previewing the beauty of Pulau Lintea in Second Life

Pulau Lintea, November 2026

Vally (Vally Lavender) and Benny Vortex recently invited me to preview the latest region design to spring from Vally’s imagination: Pulau Lintea, which has been brought to life by an exceptionally talented team of designers.

And when I say talented team, I genuinely mean that: Pulau Lintea is the work of Konrad Rune – famous for his partnership with Saskia Rieko in producing many outstanding region designs inspired by physical world locations under the Natthimmel brand (and which I’ve covered at length down the years!) -, Benny (Benny Vortex) – creator of both [Refuge] and The Great Mother (both of which you can read about here and here) -, and Art Oluja (Artistik Oluja), known for her outstanding soundscapes. Together they have produced an atmospheric, immersive and captivating setting which is utterly stunning and has its roots in the physical world.

Pulau Lintea, November 2026

It takes as its backdrop a desire Vally has long held as one she would like to bring to Second Life. Unfortunately, the physical world decided to interrupt her plans prior to her Angels coming to her aid, as she noted to me:

After I closed Sojourn region that Terry [Fotherington] designed, I was full on intending to rebuild it myself. I knew I wanted something Indonesian inspired.  But before I could get started, I became ill and am having some health issues. I was about at the end of my rope mentally before I could even begin.
Konrad was the first to come to my aid, offering to build the region for me, and then Benny stepped up as well. They are my Angels #1 and #2. Konrad then recruited Art to work with Benny on the soundscapes here. She is my Angel #3.

Vally describing how Pulau Lintea came into being

Pulau Lintea, November 2026

In particular, the name of the region takes inspiration from Pulau Lentea, a tiny (just 8.5 square kilometres in area) island which forms part of the Wakatobi Regency within the Banda Sea within the Indo-Pacific waters and known to ecologists and divers for its rich marine biodiversity.

Whilst the region may not be physically based on that island, the two share some common traits, helping to draw them together somewhat. Both are, for example, almost entirely encompassed by sandy beaches; both have wetlands, they each share a relatively low maximum elevation (around 20 metres at the highest point of Pulau Lentea), and much of their landmass is covered by lush canopies of foliage.

Pulau Lintea, November 2026

Given the talents involved in the region design – Konrad and Benny both being known for balancing setting with overall environment – it is essential when visiting that you have Use Shared Environment enabled, and local sounds on. The former obviously allows the region to be seen in its intended lighting, whilst the latter captures not only the ambient sounds one might expect from such an island design, but also Art’s broad, atmospheric and beautifully subtle soundscape which shifts, grow, fades and changes as you explore, giving further depth to the region.

Those familiar with the Konrad’s work will know he has a fondness for weaving back stories into his region designs, and such is the case with Pulau Lintea. This story is offered at the Landing Point in printed form and as a notecard for those who care to read it – and I recommend doing so for a couple of reasons. Firstly, it obviously does much much to instil a sense of place for the region; secondly it forms the prologue to a much broader tale concerning the setting – but more on that later!

Pulau Lintea, November 2026
In the 9th century, long before maps carried names and borders, Pulau Lintea was known only by the sailors who followed the winds across the Banda Sea. They called it Lintea Sawa: the island that listens, because its shores seemed to echo every whisper of the ocean. The island was small, wrapped in mangroves and guarded by reefs so sharp they could slice the belly of a careless prau. No kingdom claimed it. No sultan sent tax collectors. It belonged only to the sea, and to the handful of families who lived in stilted huts above the lagoon.
Among them was Sira, a young girl of the Bajo people. Her family lived mostly on their boat, drifting between Lintea, Tomia, and Binongko, following the migrations of fish and the moods of the monsoon. But Lintea was special to Sira. She believed the island had an old spirit, watching over those who respected the sea.

– From the back story for Pulea Lintea

Pulau Lintea, November 2026

The Landing Point sits just south of the region’s centre. It is located on a tongue of sand extending out from the substantial bulk of the land as it rises to the north and east, and a smaller a mass to the south and west.

Whilst not insubstantial and home to a fair amount of flora, this spit of land is under a tireless assault on both sides by the tide (provided by Benny, using Cube Republic’s excellent Coastal System, which I reviewed here) such that it would seem to only be a matter of time  before the two larger masses become islands in their own right as the sea lays complete claim to the space between them.

Pulau Lintea, November 2026

Boardwalks connect the Landing Point deck with both land masses, so which you decide to explore first is up to you. As this is a preview piece, I’m not going to say too much on what to look for – there is a lot to see and discover, and I don’t want to spoil the enjoyment of doing so.

What I will say is that Benny, Konrad and Art have toiled hard to create a living, breathing setting; the flora and fauna are entirely in keeping with the part of the world on which the region is based (yes, I appreciate the wading elephant is African – but as I’ve noted elsewhere, SL doesn’t really offer much in the way of “wild” Asian elephants), and trails and ancient stone steps help guide the feet while exploring, helping visitors to find most of the hidden delights.

Pulau Lintea, November 2026

Some of the latter take the form of very obvious ancient ruins, the great stone lamps of which have been repurposed to illuminate the various boardwalks – or perhaps the boardwalks have been laid over trails once cut and flattened by the builders of the ruins? But there are hidden locations to be found as well.

Konrad uses his own meshes throughout many of his region designs, giving all of them a unique look and feel, and such is the case with Pulea Lintea. The rock stacks, temple ruins – even some of the flora and fauna – are all by Konrad. The most stunning –to me – of these elements are the tall, knobbled spires of rock rising from the shallows around parts of the coastline. Eroded by wind, waves and salt, in the region’s twilight they stand like groups of guardians protecting the land.

Pulau Lintea, November 2026

Throughout all of this, Benny has woven a rich ecosphere of plants, wading birds, water fowl and more, with Art breathing life into the entire setting with 140 unique sounds, from ambient and atmospheric chiming and chanting which grows and fades as one explores, to the very natural crunch and hiss of footfalls on fallen sticks and sand.

The entire setting sits wonderfully between a setting Sun and an oversized full Moon. But rather than overwhelm the setting’s natural feel and sense of life, this huge Moon increases both, adding both romance and mystery to Pulau Lintea.

Pulau Lintea, November 2026

As noted, there are some hidden spaces to be found within Pulau Lintea. One of these lies within Pulau Lintea’s damp depths and carries with it a possible sad tale of its own. Beside it in the water lies a recording device (and I’m being intentionally vague here to make you look 🙂 ). It is via this device that you can hear the complete tale of Pulau Lintea; just make sure you have media enabled in your viewer (the film camera icon, top right of the desktop viewer) and work your way left-to-right along the buttons of the recording device to listen to the unfolding story.

I make no secret of my love of the Natthimmel builds; they have been and are some of the most captivating in Second Life – and I always look forward to visiting the latest iteration. However, with Pulau Lintea, Konrad, together with Benny and Art, has created something genuinely spectacular, and for which Vally can feel justifiably proud. The images here simply do not do it justice – so please do be sure to pay a visit and experience the magic for yourself.

Pulau Lintea, November 2026

My thanks to Vally and Benny for the invitation to preview, and to Vally, Konrad, Art and Benny for their time when I was visiting.

Pulau Lintea Grand Opening

  • When: from 10:00 SLT on Sunday November 8, 2026.
  • Music: 10:00-11:30 SLT: Booka B; 11:30 SLT onwards: Konrad Rune
  • Suggested attire: casual.

Please note: Pulea Lintea will not be available to public access until the grand opening.

Slurl Details

2026 week #45: SL CCUG meeting summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from my chat log of the Content Creation User Group (CCUG) meeting of Thursday, November 4, 2026.

Please note that this is not a full transcript of the meeting but a summary of key topics.

Table of Contents

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
    • This meeting is generally held on alternate Thursdays at Hippotropolis, in a mix of Voice and text chat.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

  • Default viewer 26.4.0.37384746592, October 13.
    • Lua scripting support (on regions with Lua scripting enabled).
    • Improved communication between the Viewer and the newly published Second Life VS Code extension.
    • Offers an experimental Linux viewer build.
    • Includes the latest WebRTC Voice and viewer-maintenance updates.
  • Second Life Chat Modernisation viewer 26.5.0.40714792196, October 29.
    • Seamless integration of IM histories between clients / devices.
    • Camera and Travel improvements.
    • Create an account from within the viewer.
    • LEAP Camera API.
    • Portable viewer storage.
    • And more.

General Viewer Notes

  • There are further fixes inbound for the 26.5 Chat Modernisation viewer, so a updating should be surfacing in the next week, with the focus remaining on getting this promoted up to release status ASAP.
  • Gneez indicated LL might try to get a Maintenance viewer out before the end of 2026.
  • Graphics Care Package (GCP) viewer: discussions continue on where in the queue this sits, but still looks to be no earlier than 2027 Quarter 1 (January-March time).
    • Specular maps are in with GCP, as is IoR; however, Geenz is still working on glTF transmission.
  • Geenz also indicated that in the wake of the rising number on vibe-coded / AI-assisted viewers, the Lab is reviewing its third-party viewer policy. more information on this might be available at the next Open Source User Group meeting on Friday, November 13 at 13:00 SLT.

SL Wiki News

  • The SL Wiki update has completed. This brings a new default theme, more moderation tools and brings it one stop closer to re-opening contributor access to all registered SL accounts.
  • Those who have already volunteered to help moderate please keep an eye out for further communications about helping.
  • While not the main reason for the update the wiki now supports SVG as well.
A page from the SL wiki showing the updated theme / layout

General Discussions

  • There was an aggressive exchange on the use of LLMs, vibe / Claude coding, etc., within both client-side viewer and on the back-end.
  • Geenz has put together the LSL definitions  for scripts on the new EEP parameters. These are undergoing internal testing, and he hopes that when ready, he’ll be able to establish a test region on Aditi (the Beta grid) for broader testing.
  • A general to-and-fro on custom rigs (for the future) blend shapes (ideas for this, but nothing ready for showing) – all of a similar nature to discussions in past CCUG meetings. On this, Geenz noted:
We still need to figure out what needs doing on the server – of course we’d like to have blendshape parameters scriptable and such. And then there’d be mapping to the system blendshapes. So there’s a bit of a list of things we’re eyeing up.
  • The above drifted into recollections of the now dormant / deceased Puppetry Project and what it did / did not have – with a note from Geenz that insofar as IK (Inverse Kinematics) are concerned – these will be required for LL to get animation retargeting working with custom skeletons.
  • It was asked if there would ever be support for support additional/custom material shaders such as pearlescent and clearcoat. Geenz sees this being possible through the GCP viewer, through specular maps and IOR.
  • The above sparkled a discussion of other possible additions to PBR – or at least, “nice to haves”, e.g. iridescence and displacement maps; Geenz noted that whilst some are under consideration, every new addition adds time to the Vulkan port.
  • Geenz has been working “on the side” on some automatic LOD experiments for mesh uploads.  He is ruminating on getting this work wired up into the mesh importer sometime in the coming releases to allow for testing.
    • This work has notably involved poking at existing and fit-for-purpose LOD generators in games supporting user-generated content (UGC).
    • The aim is to allow people to provide their own LODs if they wish, whilst also having the means to generate meaning LODs automatically more easily without having to use LL’s current “hopelessly terrible LOD generator”.
    • This new approach will initially be at upload, with Geenz noting,/a>:
I do want to eventually have all objects be subject to auto LOD past a certain point, but that’d need to be after we ship mesh modernization or potentially with it.

Next Meeting

An artist’s Sleeping Beauties in Second Life

Myrdin Sommer: Planet M’s Sleeping Beauties, November 2026

Planet M’s Sleeping Beauties is the title given to a remarkable – almost heart-rending – installation by Myrdin Sommer at her current region, Planet M.

I’ve covered Myrdin’s work as an artist/region designer with the March 2026 iteration of Planet M (see: A trip to Planet M’s Tula in Second Life) and her 2025 build, Drone Haven (see: A Drone Haven in Second Life), both of which I enjoyed. However, Planet M’s Sleeping Beauties is very different in theme, tone and depth, being wrapped around Myrdin’s own life experience.

Myrdin Sommer: Planet M’s Sleeping Beauties, November 2026

This is made clear by the introduction to the installation, which reads in part:

I built this place from my mother’s heart. I wanted 6 children, but they were never born. I carry this sorrow with me always … I wanted to have children of my own so badly that I often thought, all those children in the world who are seen as ‘flawed’ in some way and whom no one loves, bring them to me, I will love them, and so I did. And so I began to sculpt children who were not perfect.

– From the introduction to Sleeping Beauties

The result of this is a remarkable exploration of coming to terms with Nature’s denial of a heartfelt desire – to give birth, to hold, love, and nurture one’s own children – and to seek a form of catharsis for that denial through artistic expression.  At the same time, Planet M’s Sleeping Beauty might also been seen as a layered commentary on modern society.

Myrdin Sommer: Planet M’s Sleeping Beauties, November 2026

The installation begins with an Experience-led journey (be sure to accept the local Experience on arrival, make sure the HUD attaches (top right of the viewer’s window and that you are using the Shared Environment), in which the symbolism is clear from start to finish (penetration, the nourishment of life within the human body and birth). This delivers us – and I use “penetration” and “delivers” here intentionally and without pun – to an alien landscape which is itself somehow fitting given the subject of the installation, around which are six remarkable sculptures of babies.

These are by no means perfect, as is obvious from the start. But they are clearly vulnerable and deserving of love, carrying with them a beauty known to their mother. As such, they embody Myrdin’s almost life-long desire to have children of her own or to have had the opportunity to raise those who otherwise might have passed through infancy and childhood without the love of a mother or parents.

Myrdin Sommer: Planet M’s Sleeping Beauties, November 2026

In and of itself, this gives these sculptures depth and beauty. I take no shame in saying that as one who passed on the opportunity to have children of my own, seeing these tiny (in terms of their size compared to my human self) raised an ache in my heart for the choice I made earlier in life. Just how much harder must it be for someone to be denied that choice from the outset?

Then there is the wider commentary contained within the installation, which Myrdin notes in her introduction.

Much of modern society is not pleasant. Not only do we seem hell bent on wrecking the planet for the generations who follow us, some have reached a point where even babies are more a commodity than a living being, judge for how well they accessorise; self and style matter more than care and nurture. Then there is the fact that within a society which by now should know better, there is an idolatry promotion of the perfect, the beautiful, the ideal which carries with it the subtext that those who fall short  – particularly visually – should be at best made aware perfection is not for them or at worst, be shunned and ignored.

Myrdin Sommer: Planet M’s Sleeping Beauties, November 2026

And for this I say thank God for people like Myrdin; through her and this installation we can always be reminded that everyone born into this world is deserving of love – and we can all do with learning to love all that is different.

Slurl Details

November 2026 SL Web User Group Summary

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday November 4, 2026. These notes form a summary of the items discussed and is not intended to be a full transcript. Pantera’s video is embedded at the end of this article, my thanks to her for providing it.

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), and the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month at 14:00 SLT.
    • In both Voice and text.
    • At this location.
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Web Services Updates

[Video start-6:00]

  • Second Life web maps
    • maps.secondlife.com now supports searching by region name, and across all maturity ratings. Just enter a region name in the search bar.
    • The caps API issue reported in my simulator user group update is known, and it is hoped this will have a fix in place in the coming week.
      • This was apparently part of the fall-out from the Internet P2PShell vulnerability at the end of October.
      • A problem here is whilst LL own the domain and the map service, some of the API are provided by third-parties and not directly under LL’s control. Further investigations are going on to see if these APIs can be handled in a more protected manner, or whether there needs to be some form of migration away from them to an alternate solution.
  • A fix has gone in to hopefully resolve the issue of some snapshots failing to upload (to the SL feeds?). This is being monitored.
  • Continued under-the-hood (i.e. non-user-visible) refactoring and clean up of the Marketplace. This should result in:
    • Better visibility for the team when things fail, for fixing response / fixing.
    • Better performance around automated jobs (PLEs, redeliveries, etc).
  • Multiple security patches and cleaning-up to better deal with attempted AI generated exploits.
    • Once aspect of the security work LL has been implementing throughout 2026 meant that when the P2PShell vulnerability surfaced, they were well placed to deal with it, and none of the SL services had to be taken down in order to avoid exposure, etc.

Marketplace Images

[Video: 6:35-22:07]

Question form LL: how do creator merchants on the MP go about making images for their listings (thought processing, editing, , what is included, tools used, etc.).

  • General response:
    • Many simply use the ad image they use in their in-world vendors + supporting images.
    • The preferred tools were given as PhotoShop and GIMP for editing.
  • Requests were made for:
    • Actually embedding videos of products, rather than just linking to them – this appeared to be misunderstood, as a mitigating factor raised was that of “hosting” videos by LL – while what was being asked for was embedding of You Tube, etc., videos (which is still complex, but does not require storage on LL’s part).
    • An ability to zoom / enlarge images.
    • An agreed aspect ratio / format for images.
  • Whilst somewhat separate in terms of responsibility: a better choice of aspect ratios for Inventory thumbnails rather than just 1:1 square, as many creators use the same image for both thumbnails and MP, and so feel limited.
  • It was noted that support for GIF images is being looked at.
  • Juniper also enquired whether creators would consider having a 3D preview option for their products (e.g. as with Turbosquid or the SL mesh upload preview tool) would be useful.
    • This received generally favourable responses.
    • However, the idea of only allowing 3D previews of products was not so positively received (do HUDs benefit from a 3D preview? do texture images  – such as art pieces – benefit?); what about resellers who do not have access to the original asset? What would they display?
    • Overall the feeling was that a 3D preview would be a powerful addition to the MP, but it should not exclude the use of 2D images, with the request being made for any 3D preview to include a wireframe view option as well, and something like a “data sheet” listing things like LOD models, Land Impact, etc., so that users who wish to can made more informed decisions on purchases.
    • Some of this conversation got into the weeds, technically, on how best to handle things.
    • Later in the meeting the request was made that – if a 3D preview option is to be provided – LL look at also providing an animation preview capability.
  • Juniper emphasised the idea of a 3D preview was more for feedback purposes at this point than something actively being implemented, with the internal focus at the Lab being brainstorming how to make MP listings “better”.

General MP Discussion

[Video: 16:54-46:52]

These topics were raised during or immediately following  as a part of the above.

  • Variants and Styles: the ability for creators to have a single listing for all colour / size variants of the same item, rather than having to list them all individually.
    • The idea of “Styles” or “Variants” – both terms have been used by LL for this – has been a long-running topic, and in 2021/2 a project was initiated to provide this, and by late 2022 it was indicated it could be deployed in 2023. Since then, it has emerged that the capability is not ready for deployment, and has consistently slipped down the list of priorities at LL.
    • Juniper commented on the Variants situation as:
Variants is a big push we would like to do that of course, and part of our marketplace clean up is so we can work this bit by bit if we can.
    • The request was made to at least allow a means for creators to somehow group versions of an item together beyond just related photos.
  • Marketplace Categories: a further request was made for the Marketplace categories to be overhauled (e.g. “hair” being classified as an “accessory” rather than a “body part”).
    • It was also asked way Categories appear to the left of non-listing pages and as a drop-down selection in the page header area (where it also appears on listing pages). However, the latter is intended for searches and does not have the same granularity as the Category list in terms of sub-lists of items.
    • It was suggested that rather than having hierarchical/static categories, the MP should have a more filter-like approach (as seen within other on-line marketplaces), allowing returns based on multiple selections (and which can be used with search terms as well) – as with the filtering on Inventory.
    • Juniper noted that right now, there is an internal exercise going on to consider how categories might be improved.
  • “Thank You” page and links: Following a purchase, the Marketplace displays a “thank You” page, which has hints and tips for shopping which, most notably:
    • There is a link “How to Collect your Purchase” – which actually goes to a video covering purchasing L$, using the Marketplace, buying in-world etc., with only a small portion on how to find MP purchases in inventory. Given that people will have already gone through buying L$ and purchasing things from the MP – why not just have a clear, simple instruction directing people to look for their purchase in the Received Items area / folder of their viewer’s inventory?
    • Whilst there is a link to return to the MP homepage, it is buried among other links – surely it should be promoted so as to be more obvious?
  • More general:
    • Juniper noted that work is going on to make redeliveries more robust. It was noted that the ability for creators to have their own items redelivered through the listing management pages appears broken for some.
    • The view was again expressed that there are too many clicks required for a creator to get to their listings (currently: Creator name > My Marketplace > Merchant Home > Manage Listings – why not have Manage Listings under My Marketplace?).
    • Requests was made for creators to be able to:
      • Set an item as a Featured Item in their own Marketplace store.
      • Have in-world store Groups to be linked to the creator’s Marketplace, so that Group members shopping at the MP get a discount.
    • Various suggestions were made for LL to host “curated” limited-time sales events on the MO. For example: an invitation for creators to register for participation in periodic Marketplace Sales events (aligned with Shop and Hop?), limited to so many creators. Those who are successful have their item(s) listed a specific set of MP “Sale” pages generated by LL, with items automatically returning to their “pre-sale” price at the end of the event. Those successfully participating in one event are automatically excluded from the next.
      • Having a creator set their entire store as having a sale was seen as a potentially easier option to provide than this particular idea.
    • A request for a store’s banner logo to appear on all associated listing pages, not just the store page, rather than the small square logo to the right.

In Brief

  • [Video: 47:04-55:25] The question on what information  – such as Map-related data for use in terrain maps, etc., – is permissible for collection & how it might be collected was again asked.
    • This is a question which has been subject to a game of pass the parcel around the various user groups.
    • The concern is that it is not clear as to what is / is not permissible to be collected via bot, and the potential for bot systems to be banned (a-la Bonniebots)
    • Ideally, having a dedicated API to furnish “allowable” region information such as terrain information (elevation, etc.), water height, region name, height of structures, etc., would be the preferred solution.
    • It was again noted that not all of the API LL uses are under their direct control – although this might be changing in some way. As such, Juniper offered to take the request back to the office to try to have it discussed with all relevant parties and in line with whatever is trying to be achieved with API management in general.

Next Meeting

  • Wednesday, December 2, 2026.

The natural beauty of Rootwoven in Second Life

Rootwoven, November 2026 – click any image for full size

I recently had the opportunity to visit Rootwoven Studios, a Full region which performs a number of roles: a marvellously built region for photography; a hub for community events; a place to have a little fun, and a demonstration of the landscaping skills of those behind it.

Primarily the work of Honor Lehane, this is a setting which is in so many ways a personification of perfection: a landscape blending a rugged outline, curving beaches, quiet gardens, what appear to be private retreats with their own little gardens and spaces (all of which are open to the public). Indeed, with so much to see and appreciate, and it’s hard to believe Rootwoven is in part still growing.

Rootwoven, November 2026
Rootwoven Studios is a nature-inspired escape where wonder takes root. A place to wander, play, connect, and simply be. Explore scenic trails, hidden corners, mini golf, beach activities, and live DJ events. Rootwoven is also a living portfolio of landscaping and experience design. Come as you are; stay awhile.

– Rootwoven About Land description

The main Landing Point sits close to the north-west corner of the region and alongside a small commercial centre offering vendor spaces and also information boards – one for bloggers and photographers looking to work with the Rootwoven team, and one on joining / holding events within the region.

Rootwoven, November 2026

Close to this area is the Rootwoven Studio, a combined café and information centre fronted by Alex Bader’s Zen garden. Both vendor space and café present some of the games available in the region and also the first of the many retreats to be enjoyed for those wishing to spend time here.

Exploring the region is simply a case of picking a path or, if you want to see it from above, clicking on the bubble rezzer alongside the Landing Point and taking to the air.

Rootwoven, November 2026

While teleport boards are available for hopping around, if you’re serious about discovering all of Rootwoven’s spots and places, I’d suggest initially eschewing these in favour for your pedal extremities.

Although that said – make sure you’re ready for some good walking and climbing; as already noted Rootwoven is wonderfully rugged in nature. There are also a few rope slides and bridges to keep you fit as well!

Rootwoven, November 2026

I’m not going to give a blow-by-blow account of wandering Rootwoven, purely because it does offer so much that writing about it would be more of a novella than a guide, and I’d only go and miss something. What I will say is that the overall landscaping is richly diverse and that everything flows together in a manner that leans a real sense of life and place to the region.

Around the coast, for example, there are multiple stretches of sand, coves, little bays, a saltwater area rich in mangroves and through which a boardwalk passes, headland hosting houses, waterfalls, a lighthouse and more.

Rootwoven, November 2026

Paths wind their way to most of these, some of which are nicely secluded for quiet times, others more open. Those which may not have a direct path to them tend to have a rope bridge or slide for getting to and from them.

Inland can be found richly wooded areas, winding and climbing paths, bridges reaching across gullies, gashes and gorges, and meandering streams. More board and table games can be found scattered along the various paths winding their way through all of this, together with lookout points and quiet retreats. Those who enjoy games should note there is also a dedicated teleport system for reaching those spaced around the landscape.

Rootwoven, November 2026

Houses, cabins and and an unmissable tower are scattered across the setting. Some of these may appear to be private residences, but Honor assured me they are all open to the public and a part of the region’s role as a landscaping portfolio. All “fit” the region’s design – but I’ll leave it to you to decide if the warning at the Witch’s Tower needs to be heeded!

And on that topic – do keep an eye out for the marvellous medieval-themed mini golf by MadPea sitting close by the tower.

Rootwoven, November 2026

During my visit, Honor asked me if I’d found a favourite spot within the region. I couldn’t actually give her an answer – and I still can’t. Rootwoven is one of those places where just about everywhere you visit appeals in its attractiveness.

Built with a specific pairing of environment settings in mind (accessed by using the viewer’s Use Shared Environment option), Rootwoven is caught in a moment of eventide, the Sun dipping towards the west. However, such is the beauty of the setting, it naturally loans itself to other environment settings as well.

Rootwoven, November 2026

Within her Profile, Honor notes the following:

I’m constantly amazed by the builders, dreamers, storytellers, designers and creators who pour a little of themselves into everything they touch. Their passion and creativity keep this place alive, reminding us that Second Life is about exploration of art, of people, and of self.

– Honor Lehane

Truth be told, Honor can count herself among these people, as can those who worked with her on Rootwoven.

Rootwoven, November 2026

A genuine delight to visit and tour, rich in opportunities for landscape and avatar photography (rezzing for props available through Group membership – but do pick up behind yourself!), Rootwoven is more than worth a visit, whether you are a Second Life explorer or looking for a place to relax – or for a possible venue for your event.

My thanks to Honor for her time in conversation.

Rootwoven, November 2026

Slurl Details

2026 week #45: SUG Leviathan Office Hour

The Simulator User Group meeting place at Longfellow

Updated November 4: information on the cause & a fix for the maps.scondelife.com issue – see General Discussion, below (update highlighted).

The following notes were taken from the Tuesday, November 3, 2026 Leviathan Office Hour, the “off-week” sessions of the Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting by Pantera is embedded at the end of this summary – my thanks to her for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “Leviathan Office Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • The SLS Main channel was restarted on November 3, 2026 with no deployment.
  • On Wednesday, November 4, 2026, the RC channels should all receive the latest version of the Olive simulator update, which had a limited deployment in week #44. This update includes:
    • Pepper Linden’s region crossing code improvements for vehicles – these can already be tested on Blake Sea, as the majority of those regions are already a part of the Breeze RC channel, and have been used for initial code testing).
    • The new Group Role ability to define who in a Group can post URL links to Group Chats. However, this will not be enabled until Olive has been fully deployed grid-wide. See below for more.
    • Support for the feature flag required by viewers to be able to safely send the GameControlData UDP message for the new Game_Control capability. Currently, the upcoming  viewer 26.5, (in RC/beta at the time of writing), support Game_Control capabilities, the sending of GameControlData currently must be enabled via Preferences. This will change as Olive moves to being grid-wide.
  • There are at least three crash fixes lined up for the next server release (Plum). One of them corrects a memory leak problem before it gets to a crash; it is hoped this will reduce the number of restarts required over the holiday period.
  • It currently looks like back-end Lua support deployment may not now take place until 2027.

General Updates

Game_Control

  • Game_control is available with the official viewer 26.5, currently in RC / beta.
  • However, the current version of game_control requires a bug fix for some 3Dconnexion devices (aka SpaceNavigator style devices). In short, any device that does not supply a “3DConnexion model-name” string on initial device detection fails to be identified. However, old devices do work.
    • There is a fix for this issue, but it has yet to be merged into the current 26.5 viewer code, although it will be before release.
  • A pull request (PR) to support per-device curvature of axis input of the gamepads has been received, and this will likely be included as well.
  • Leviathan is also seeking further feedback on game_control before he gives it a “final polish”, although he admits he expects far more feedback to come once popular TPVs start incorporating the code.

General Discussion

Please refer to the video, below.

  • Leviathan is currently working on fixes for some issues with the Interest List (the logic that figures out what is in view and send objects updates).
    • This work actually started earlier in 2026 but other priorities pushed it to one side.
    • Leviathan hopes to get these fixes into the Plum simulator update.
  • In relation to the above: Pepper Linden developed a simulator test harness for use with AI agents, making it easy to launch multiple simulators and to automatically exercise and debug various scenarios/content..
    • This approach played a key role in allowing Pepper to develop their region crossing fixes in the Olive simulator update currently being deployed.
    • Leviathan similarly used the harness to poke at the Interest List issues and his memory leak bugs, specifically in dissecting ana analysing core dumps.
    • His use of Claude has led him to believe that tracking down, assessing and fixing causes of simulator crashes should be a lot faster in future.
  • A question was asked on the state of map.second.life.com, which current has issues (e.g. clicking on a location on the map fails to look up the region name because the endpoint it makes a request to returns “Invalid Capability ID”) . This is a question potentially better placed with the Web Team, given map.secondlife.com is a web property.
    • Update, November 4: a fix for this issue should be deployed in the coming week. This issue was apparently part of the fall-out from the Internet P2PShell vulnerability at the end of October.
    • A problem here is whilst LL own the domain and the map service, some of the API are provided by third-parties and not directly under LL’s control. Further investigations are going on to see if these APIs can be handled in a more protected manner, or whether there needs to be some form of migration away from them to an alternate solution.
  • There was a user-led discussion on media and media URLs being accessible by script around the half-way point in the meeting.
  • The latter half of the meeting focuses on both game_control, keyboard capture, key mapping, key events in the control event and requests for scripting additions – please refer to the latter half of the video for these.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, November 10, 2026.
  • Leviathan Linden: Tuesday, November 17, 2026.