Yamato – A Quiet Town in Second Life

Yamato – A Quiet Town, September 2026

Sitting within a Full private region, Yamato is a place I first visited in July 2026 and then returned to both in August and at the start of September 2026 whilst debating writing about it.

My dithering over blogging came down to a couple of things: access is somewhat restricted (visitors must have payment information registered with LL) – and I’ve taken a certain amount of flak in the past for Covering regions with restricted access. The other was because in July and August my visits left me feeling the region still might be undergoing build-out – a feeling which appears to have been correct and several details appear to have changed between my first and most recent visits.

Yamato – A Quiet Town, September 2026

The region has been designed by Somnous Corvinus and Len Teardrop on behalf of region holder Valefuth Delrove. It presents a Japanese-themed, mix-use setting, as indicated within its simple and direct Destination Guide entry:

Yamato, a quiet costal town, is a residential and social destination inspired by rural Japan during the 2000s.

– Yamato Destination Guide entry

Yamato – A Quiet Town, September 2026

As a residential / public setting, Yamato is reasonably engaging. The majority of the residential units appear to be around the edge of the region – mostly, but not exclusively, along the eastern side.

That said, there is a small town on the north-west side of the region which is open to exploration but does also include rental properties. Whilst sitting in their own parcels, there are not immediately obvious to the casual explorer, so some discretion is encouraged when exploring.

Yamato – A Quiet Town, September 2026

The Landing Point sits on a small dead-end road that runs towards the middle of the region from the little town and ending at a small shrine as it awaits visitors. This middle area of the region is largely open, forming something of a small park and an open field area, a dividing wall running between them.

Alongside of the little road is what appears to be a bus stop but is in fact the access to the rental office (located in the sky) for those interested in living within the region. Those finding their way up to this platform can return to the ground by walking into the table overlooking the platform’s shrine (the teleport is Experience-enabled).

Yamato – A Quiet Town, September 2026

A path marked by a marching line of Torii gates points southwards. Following it will take visitors down to a coastal Onsen with rock pools, waterfalls and a low bamboo fence separating from open waters and a stream while runs into  running into it from inland.

The rest of the park separates the Onsen and town from the east-side residences. It is also itself split by a tram track emerging from a tunnel from where it apparently runs under part of the town before looping back to it overland.

Yamato – A Quiet Town, September 2026

This tram track leaves the upper side of the park richly wooded while the lower side an open field. Whilst this might at first appear to be lacking places to sit and spent time – look around and you will find some nice touches of detail nonetheless, including a nicely tucked-away place to spend time.

Across the road from the field is the beach, the southern end of which is open to the public.

Yamato – A Quiet Town, September 2026

In terms of attractiveness, it is the small details within Yamato which draw the eyes rather than any single large-scale elements within the region. Scattered throughout the setting, these are worth looking for as they do bring Yamato to life.

In all, a quiet little setting, interesting in design and making for a pleasant exploration – and possibly a new home for those seeking somewhere to live.

Yamato – A Quiet Town, September 2026

Slurl Details

2026 week #36: SUG meeting summary

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, September 1, 2026 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

  • No deployments this week, but all simhosts will be restarted.
  • The Nectarine update is due to be deployed to the BlueSteel RC channel on Wednesday, September 9, 2026 providing it encounters no issues during it time with QA.
  • The next update after that is codenamed Olive – details still TBD.

General Updates

  • Rider Linden is still working on a new version of the VSCode plugin.
    • He confirmed that the next update to the Lua Editor viewer (with Linux support) should see it officially become the 26.4 viewer and upped to a beta / RC version (a pre-release version of 26.4 is available on Github, but not that this will have a limited lifespan).
  • Leviathan Linden indicated that game_control is now “done” in terms of current development work:
    • Server-side support has been merged into the upcoming Nectarine simulator update.
    • The viewer-side code is now ready for merging into the main viewer Develop code base, although at the time of the meeting, this had yet to be done.
    • As a result of this, Leviathan plans to “get back to” his other workload – including a fix for the mesh face mismatch issue, the way avatars are now drifting more than should be the case when on a moving surface and the “crouch-drift misfeature” – see my notes from the last Leviathan Office hours for more on these latter issues.
    • Another item Leviathan Linden hopes to address is the Feature Request for llGetRegionWorldMapTile.
  • Monty Linden, speaking on Harold’s behalf on Lua:
    • There has been a Discord discussion on robustness around yielding and other concerns. As a result, Harold has posted a PR to Github, and is seeking feedback / comments.
    • Outside of this, work is focused on trying to find the difficult bits that are still outstanding to give a smooth ride to release, and it is planned to mov up to Luau 0.732.
    • There is currently no new Lua simulator available, although one is in development.
    • This news was followed by a general discussion on Lua issues, experiences with debugging scripts, capturing error information, etc., – please refer to the video.
  • Pepper Linden’s region crossing improvements should be (if not already) seeing a limited deployment to the Snack RC channel on the Main grid (Agni).
    • This sparked a general discussion on region crossings.

General Discussion

Please refer to the video for details on the following:

  • Kyle Linden threw out a request to anyone producing Lua content: if they are willing to share their work with the Marketing team, they may get featured in a Spotlight piece.
  • Leviathan Linden noted that whilst SVG/SVG text on a prim (see this Feature Request as an example) has been much-discussed in meetings, it is not something LL senior management is not particularly seized with.
  • The request was (yet again) made for larger region sizes – there are no plans for any such work to be undertaken for the foreseeable future.
  • A general discussion on programming languages which – outside of Lua /LSL had no major relevance on SL.

Date of Next Meetings

  • Leviathan Linden: Tuesday, September 8, 2026.
  • Formal SUG meeting: Tuesday, September 15, 2026.