Cica’s Happy Planet in Second Life

Cica Ghost, April 2026: Happy Planet

April 2026 is the month of Artemis 2 (well, at least the first ten days are!), which will see a crew of four pass around the Moon before returning to Earth In the process the crew will set a new record for the furthest any humans have travelled beyond Earth thus far – some 406,773 kilometres, just breaking the record of 397,848 kilometres set by Apollo 13 during its aborted mission to the Moon in April 1970,

As such, it is thoroughly appropriate that whether by accident or design, Cica Ghost is using April to take us on a trip into space and to her Happy Planet.

Cica Ghost, April 2026: Happy Planet

Set against the backdrop of night, from which a large Moon (or possibly a planetary twin) literally watches over everything via the circular (and eye-like) blue sea covering a far portion of its otherwise dull browny nearside, this is a place of fantastical wonder, backed by a truth from US cartoonist Lynda Barry:

We don’t create a fantasy world to escape reality. We create it to be able to stay.

In other words fantasy and our use of it is more about presenting us with opportunities to pause and renew our strengths and abilities in the face of a reality which can oftentimes be harsh or unpredictable – or both – in its daily nature, rather than being a simply a crutch for helping us cope – as the unimaginative in nature have often claimed.

Cica Ghost, April 2026: Happy Planet

And fantasy can be both wonderfully creative and fun – as Happy Planet, with its strange but in some cases familiar creatures and inhabitants. From cats with antennae to almost slug-like beings oddly mindful of Gru’s Minions, occupying the rocky landscape and possibly living in the rock formations which appear to have holes cut into them to form interior spaces complete with windows and chimneys, this is clearly a place born of a creative and fantasy-oriented mind, rich in strange flora.

Some of these semi-sluggy (if you will) locals are not confined to the ground, but zip around overhead in personal flying saucers, deftly missing asteroids which –  to unabashedly steal from Douglas Adams – hang in the air exactly the same way as bricks don’t. And you can join the flying locals; located in the setting is a free flying saucer giver. Simply claim one, add it from inventory and take flight.

Cica Ghost, April 2026: Happy Planet

For those who prefer the alien equivalent of terra firma, there are plenty of opportunities for ground (or slightly elevate, thanks to re various raised paths) exploration, which will also reveal interactive dance spots scattered around the setting. I didn’t find any sit points while mousing over things, but I may have missed them. Either way, there is no mistaking Happy Planet is a happy place to be.

SLurl Details

 

2026 week #14: SL Open Source (TPVD) meeting summary

Hippotropolis Theatre: home of the OSD/TPVD meeting
The following notes were taken from:

  • My chat log of the Open-Source Developer (OSD) meeting held on Friday, April 3rd, 2026, together with my chat log of that meeting.
  • Pantera’s video of the meeting (embedded at the end of this article) – my thanks to her for providing it.
  • Please note that this is not a full No video this week, as Pantera was absent the meeting.
Table of Contents

Meeting Purpose

  • The OSD meeting is a combining of the former Third Party Viewer Developer meeting and the Open Source Development meeting. It is open discussion of Second Life development, including but not limited to open source contributions, third-party viewer development and policy, and current open source programs.
    • This meeting is generally held twice a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre and is generally text chat only.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

  • Default viewer  – Legacy search; WebRTC improvements; QoL improvements – 26.1.0.22641522367 – March 12.
  • Release Candidate viewer – one-click installer = 26.1.1.23806384790 – March 31 – NEW.
  • Second Life Project Viewers:

Viewer 2026.01.01 – One-Click Installer / Velopack

  • Now available as a RC viewer – see above.
  • This could be promoted as early as week #15, depending on how it performs (crash rates, etc.), over the next few days..

Other Viewers

  • 2026.02 – “Flat” UI and Splash Screen Refresh – this is due to have an Alpha update issued on April 3rd.
  • The Lua Alpha viewer is also due to have an update issued on April 3rd.
    • Note, LL are now officially dropping “SLua” (“SL Lua”) and just going with “Lua”.
Example of the upcoming flat UI. Via: Geenz Linden / Github #4681/2
  • The viewer formerly known as the Second Life Visual Polish viewer (SLVP) is now known as the Second Life  Second Life Graphics Care Package.
    • The hope is to get that into alpha soon – but only after we get the necessary server work done and get some regions up on ADITI.

WebRTC Deployment

  • The WebRTC deployment has hit a “hiccup”.
  • As a result the deployment has slowed, with WebRTC liable to remain only on the RC server channels (Le Tigre, BlueSteel, Magnum, etc.) and covering about14% of the Main grid until the problem is resolved.
  • Anyone experiencing Voice issues with WebRTC is asked to file a bug report.

General Discussion

  • There is an increasing issue of AI driven pull requests.
    • This appears to be a case of people trying to make claims via the bounty programme for code submissions without actually putting any effort into the work.
    • Commenting on the matter, Geenz Linden noted:
If you’re using LLMs to submit pull requests, that’s not an automatic no. However, blatantly vibe coded submissions, submissions that are effectively taking stuff from other viewers without any kind of attribution or permission and so on, and anything that just generally reads as super low effort just to claim a bounty is likely to be closed without comment in a worst case, or otherwise scrutinized in order to ascertain the individual’s understanding of what that code actually does vs. how much is just prompting to see if they can land something. We don’t want to shut down utilizing AI in people’s processes, but certain things are gonna get PRs shut down or scrutinized more heavily. So please keep this in mind.
    • This called into question the value of the bounty programme, with the fair point being made that TPV developers have spent years developing code for their viewers and submitting much of it to LL without any thought of reward other than improving people’s SL experience.
    • Geenz further noted the the bounty programme is due to get reviewed “sooner [rather]than later”, although it is likely “some form” of it will be kept, as it has also led to useful code contributions – such as those for getting the Linux viewer back into the frame (due to surface with the Lua viewer) and the viewer vcpkg work.
    • The suggestion was made that a contract programme – whereby an external coder is contracted to produce work – might be more beneficial than the current bounty programme. Again, this was pretty much the case for Linux and vcpkg.
    • A further suggestion was made to offer general bug / feature request bounties in L$ only – potentially making them less attractive to those trying to bend the system and earn US $ using AI LLMs.
  • The question was asked if Leviathan Linden’s work on server-viewer messaging would be surfacing in one (or an) Alpha viewer soon – the reply was that discussions on where and when to place this work are still ongoing, in order to ensure the viewer work and server work appear pretty much together.
  • Suzanna’s excellent write-up on the latest Lua release gained a further shout-out. On this (again):
    • This release will be deployed to Aditi (the Beta grid) first for testing.
    • It requires all Lua scripts to be recompiled in order to keep working.
  • Tis last 10 minutes of the meeting was spent discussion whether “SLua” should be retained as the name for the Lua project, or if “Lua” was better (certainly more widely recognised) given it is an implementation of Luau.

Next Meeting

Cherishville’s Spring for 2026 in Second Life

Cherishville Spring 2026 – click any images for full size

Spring has come to Lam Erin’s Cherishville for 2026, and with it the region has evolved into a new setting for visitors to enjoy.

With this iteration of the region we are offered a truly pastoral location; a place of farming, outbuildings, a meandering stream, gently rolling hills crowned by trees and flowers, and a scattering of animals together with little touches of humour for those with a keen eye..

Cherishville Spring 2026

The Landing Point sits to the north-west of the region, in the lee of an aged, bent-backed tree. This tree appears to suggest that strong winds can at times visit themselves across the island, although the upright poise of the other trees across the setting appear to say otherwise, and suggest the curved nature of this tree’s back is perhaps due to some other factor.

Sitting on a stubby headland, the Landing Point looks both east and south over the region, the eastern view encompassing the tall form of what might be taken to be a lighthouse on the far horizon when first seen, but which is in fact a clock tower, its belfry sitting in place of any lamp room.  Between these stubby headlands is a sweep of beach which is separated from the clock tower by the mouth of the region’s stream.

Cherishville Spring 2026

Southwards, the landing point overlooks a rutted track leading inland, a small stretch of shingle shoreline and a further trail passing some old vehicles on its way south. This rutted track forms a junction with the one leading inland from the Landing Point whilst also pointing east, where it becomes sandwiched between the beach and a pair of Tuscany-style outhouses, one of which has been turned into a patisserie and the other a residence-come-coffeehouse.

With outside seating, a large rectangular pond that has become the home of water lilies and swans and a separate fountain, the coffeehouse makes for a pleasant place to stop, itself sitting between track and the sharp curve of the stream behind it which leave it and the patisserie effectively sitting on a finger of land.  The patisserie offers more limited seating, but is still a pleasant visit and also holds an element of the humour I alluded to earlier.

Cherishville Spring 2026

To the south of the setting and sitting on a hill is a large farmhouse, in the grounds of which chickens squawk and cluck among the flowers – fortunately leaving the vegetable garden at the front of the house alone; a goose watching over her brood as they learn to swim, and a family of birds has taken over the mailbox – the property sitting, appropriately, on Bird Lane. With lavender and fruit trees being cultivated to one side of the house, with the lavender extending to encompass two more sides, the farmhouse is welcoming in a shabby-chic kind of look.

The best way to reach this farmhouse is to follow the track down the west side of the region from the Landing Point. This takes people past the old vehicles, one of which – an old truck – has become something of an apiary, with hives established outside its blocky form, and more hives apparently mounted along either side of its rear chassis.

Cherishville Spring 2026

A second vehicle has been turned into someone of a psychedelic piece of graffiti art as it sits at the side of the track. Beyond this, the track then rises up a slope to pass another outbuilding / shack where horses and sheep graze, to meet the stone built bridge spanning the region’s stream. The track then curls along the slope of the farmhouse hill before passing between the fencing surrounding the farmhouse. As it does so, it passes a signboard explaining the art of trail blazing and referencing the Slovene cartographer and trail blazer, Alojz Knafelc.

High photogenic, calming and rich in colour, sound and with an ideal EEP setting, Cherishville Spring is another excellent design by Lam Erin.

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Nowhere B and Bamboo Barnes at Nitroglobus in Second Life

Nitroglobus Roof Gallery Annex: Nowhere B – Homebody Surrealism

As I continue to try to get back into regular blogging (and catch up with the backlog of invites and suggestions – please bear with me on this!), it was off back to Nitroglobus Roof Gallery, operated and curated by Dido Haas, to peek at a couple of exhibitions, one of which is by one of my favourite SL artists.

Within The Annex of the Gallery is a new exhibition by Nowhere B, who makes a return to the gallery, Dido having hosted Nowhere’s first solo exhibition back in 2023 (see:  Intimist journeys and Zorian women in Second Life).

Nitroglobus Roof Gallery Annex: Nowhere B – Homebody Surrealism

That exhibition presented a highly personal journal (if you will) of Nowhere’s journeys through Second Life. With Homebody Surrealism, he presents another series of images which again carry with them something of a personal subtext, but which take the observer in an entirely different direction, as Nowhere explains:

Homebody Surrealism is a domestic surrealist exploration—an inward journey into the strange and the marvelous hidden within ordinary life. It proposes that the familiar spaces we inhabit daily are not dull or exhausted, but quietly enchanted. Within the home, the most mundane objects become portals to wonder. An egg, a drawer, a window, a curtain—each holds the potential for revelation…
Homebody Surrealism invites us to look again, more slowly and more attentively. When attention deepens, the ordinary begins to shimmer with ambiguity and quiet mystery. The domestic world—so often dismissed as trivial—reveals itself as fertile ground for imagination, introspection, and awakening.

Nowhere B.

Nitroglobus Roof Gallery Annex: Nowhere B – Homebody Surrealism

The result is a collection of highly imaginative and engaging images and pieces which are captivating when first seen, then quietly beckon us in closer to decern more of what they wish to say – or at least, invite us to see beyond the “mundane”, as Nowhere puts it.

Given the nature of the pieces, their potential subjective resonance and that touch of subtext, I’m not going to colour your thinking by offering my own thoughts on the pieces within Homebody Surrealism. Rather, I invite you to visit the exhibition yourself and see them first hand.

Nitroglobus Roof Gallery: Bamboo Barnes – Infinity Wall

The main hall at Nitroglobus sees the return of Bamboo Barnes with her fifth exhibition there, one which is deeply introspective in nature and form, carrying with it the title Infinity Wall.

Bamboo is, for me, one of the most vibrant, evocative, provocative, and emotive artists in Second Life. Her work is far removed from that of other artists who mix digital techniques with images from the physical world and those from SL. Her work is both vibrant and open in its use of colour and tone, yet also deeply introspective – that latter often brought forward by her use of those same assertive colours and tone. her themed exhibitions are thus a window into art  – and into the artist herself.

Nitroglobus Roof Gallery: Bamboo Barnes – Infinity Wall

This is very true of Infinity Wall, which is one of the most personal of Bamboo’s exhibitions. This is very much noted by Bamboo herself:

It felt like a small universe—perhaps because both of our lives had somehow fallen out of sync with the world. Now I find myself asking questions I cannot answer alone, and at times I shrink from the pain they bring. It is like standing before an infinity wall, staring at a black dot as it slowly fades away. I no longer know where I stand—whether I am falling or floating. The only certainty is that there is nothing beneath my feet.
…Nothing is perfect, and once something begins, it moves inevitably toward its end. This is a quiet, unchangeable truth we must accept. Until that moment arrives, we drift, sometimes sink, and continue trying to create a universe we cannot hold onto forever.

Bamboo Barnes

Nitroglobus Roof Gallery: Bamboo Barnes – Infinity Wall

The majority of the images in this collection are self-portraits; pieces which are deeply emotive and beautifully telling in their stories. From individual pieces through to a triptych, these pieces reveal Bamboo’s talent for setting mood and suggesting thoughts and feelings – and offering insight into her own thoughts and reflections.

As with Nowhere B’s exhibition, Infinity Wall must be seen directly rather than seen through the lens of my thinking in order to be properly heard in its messages. As such, I again thorough recommend a visit.

SLurl Details

Sunshine Homestead is rated Moderate.

2026 week #14: SUG meeting summary

Stevie Basevi’s Sanctuary, February 2026 – blog post

The following notes were taken from the Tuesday, March 31st, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera 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 “SUG Leviathan 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 SLS Main channel deployments for the week, but the channel was restarted.
  • The WebRTC deployment will be expanded to all RC regions on Wednesday, April 1st, 2026.
  • The next simulator release – Loganberry (can’t we have version numbers as well, aspromised?) will be deployed to Aditi.
  • The new server-side Lua updates (which require all existing Lua scripts to be recompiled) has also been deployed to Aditi for testing. See this document for more on this release.
    • These updates might start appearing on the Agni (the Main grid) “in a week or two”, with the deployment likely be timed to coincide with the issuing of the latest SLua viewer RC, and will include some additional fixes as well.

In Brief

  • Leviathan Linden:
    • Is hoping to look into the issue where, on encountering something like a high step on stairway or a physical bench or some other form of “ledge” and stopping, the avatar will start to slide sideways rather than standing still at the foot of the offending object.
    • Leviathan also has work going into the loganberry release, including:
      • Fixes for bugs related to failed simstate saves and crashes on simulator shutdown.
      • The server-side workaround for mesh face count. This should fix most issues except the bug where, on connecting to a viewer the edited texture face on the mesh will revert to its previous setting.
      • An attempted fix for the bug where trying to rez an object on a mesh surface can result in a failure to rez message – although there are still situations where this might still fail.
      • A fix for the bug about multiple chat events for multiple overlapping listeners in a script.
      • Henri Beauchamp’s suggested ObjectUpdate data fix for avatars remaining as clouds. However, as there are multiple reasons why avatars might remain cloudy besides missing attachment ObjectUpdate data, this might not fix all avatar cloud situations.
      • An optimisation to make running idle scripts a little faster, which he describes as, “Probably not noticeable, but is measurable”.
    • In addition to all this, Leviathan has spent a small portion of his “free” time trying to figure out why the game-control viewer UI doesn’t show the device config options (inverting the axis, offset, etc), but couldn’t work out why. He hopes to take another swing at it when he has more “free” time available.
  • Harold Linden (SLua):
    • Has a number of fixes in the pipeline, including one that accidentally limited how large you could make the bytecode.
    • SLua *might* be deployed in time for SL23B, but no guarantees this will be the case.
  • Region crossings: Harold hopes to have some fixes for long-existing region crossing bugs (strictly for crashes that rendered scripts unrecoverable due to script state serialization issues) with collision handlers, since he thinks he’s found the root cause.
    • This is similar to a issue with sensors from “back in the day”, so he has extended that fix to cover region crossings.
    • This fix will not resolve other region crossing problems.

General Discussion

Please refer to the video below as well.

  • A further discussion on Linden Water having waves, as also raised at the CCUG meeting (and which will doubtless be raised at the upcoming OSD / TPVD meeting on April 3rd, since some people won’t accepts “not an easy thing to do” a a single meeting, and need to hear it multiple times from multiple meetings).
    • In this case, Leviathan Linden noted, “Simulating water waves, and transmitting the oscillating surface is tough”, with others noting it would be “super costly” in terms of rendering in the viewer.
  • A number of other feature requests / bug issues were raised for feedback  / status updates:
  • The last 15-20 minutes of he meeting involved a broad-ranging discussion on matters of scripted agents (bot), Tiny Empires. Please refer to the video for details.

Date of Next Meetings

  • Leviathan Linden: Tuesday, April 7th, 2026.
  • Formal SUG meeting: Tuesday, April 14th, 2026.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Natthimmel: The Array in Second Life

Natthimmel – The Array, March 2026 – click any image for full size
Since opening their Homestead region of Natthimmel as a destination in Second Life in 2024, I’ve become an avid follower of Konrad Rune (formerly Kaiju Kohime) and Saskia Rieko, through their many region designs over the last three years. Frequently drawing on locations from the physical world – such as Göbekli Tepe, which formed the basis for their first build (of which I wrote about in 2023), or more recently, the paired lighthouses of St. Joseph, Michigan (which I covered in late 2025).

However, some of Konrad and Saskia’s designs are drawn purely from the realms of the imagination, such as with 2025’s  Ythari – The echo of silent stars (see here for more). This is also the case for their first design for 2026, which actually opened over a month ago in late February, but with personal things being what they are, I only recently managed to visit.

Natthimmel – The Array, March 2026

Entitled The Array, this build is an engaging mix of fantasy and the imagination. A place which, in many respects, defies logical description but which weaves a tale all of its own within one’s head, the notes accompanying the setting helping to open the door to imaging.

Then the vision came.
Not a dream—visions in The Array were never dreams. They were memories, borrowed from the Primordium itself.
Lira saw a vast ocean, black and endless. She saw the Primordium as it once was: a drifting seed, searching for a place to anchor. She felt its loneliness, its hunger, its ancient purpose. And then she saw something else—something rising from the deep, something that made the Choir’s harmonics tremble with fear. The vision snapped away.
Natthimmel – The Array, March 2026
The Choir scattered, their lights dimming as they drifted back into the fog. The Veins beneath Lira’s hands throbbed once, sharply, like a heartbeat skipping. Abyssara was preparing for something. Lira stood alone on the terrace, the Mist swirling around her, the echoes of the Choir fading into silence. She didn’t know what the Primordium had shown her—or why it had chosen her—but she knew one thing with absolute certainty.
The city was waking up.

– Natthimmel description, February 2026

For some reason, this description put me in mind of assorted Arthur C. Clarke short stories, including The City and the Stars. I’ve no idea why, as there is little in the way of any form of connection between Natthimmel’s The Array and that story, or indeed, The Nine Billion Names of God, another of Clarke’s stories which for some reason dropped into my thinking = although the idea of something long asleep waking to make a dramatic change in the status quo does sort-of track (with The Array having a City wakening, Clarke’s story having a deity).

Natthimmel – The Array, March 2026

To be clear, The Array owes nothing to Clarke so far as I’m aware; it was to his shorter stories to which my mind flowed for some subconscious reason. Rather, The Array is a place of glorious mystery; a city of geometric shapes bought together in a manner that is both familiar an alien, interspersed with organic growths peppered with bioluminescent stands and ripples, some of which appear connected to the buildings. Bioluminescence is also much in evidence in the plants growing from the wetland from which the city appears to be rising, the plants both familiar and also somewhat alien as well.

Some of the buildings in the city can be entered, revealing more exotic growths, whilst stairways offer routes to upper levels – although some might be a little difficult to reach, whilst deep in the city is an events space. Very little here seems to be static, lights and shapes roll across walls and floors and while they don’t move themselves, the strands and trails of bioluminescence etched into many of the walls and the twinkling of luminescence among the trees further adds to the sense of motion and life.

Natthimmel – The Array, March 2026

Lifeforms and some very Earthly technology can be found within the setting. In the case of the former, fish float in the air whilst fantasy-like gossamer creatures float and “swim” through the air in and around the city’ towers. These latter creatures seem to take two forms – one fish-like, the other more plant-like. Some are blue, some are orange, all drift apparently without a care for those who visit the city and explore, ethereally aloof in their drifting. Elsewhere, dragon-like creatures might be found, both near the Landing Point and within the city itself.

In all, a place very much worth visiting for its mystery and ability to suggest stories and tales as to its origins and future.

Natthimmel – The Array, March 2026

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