2018 UG updates #22/1: Simulator User Group meeting

A Little Bit of Soul; Inara Pey, May 2018, on FlickrA Little Bit of Soul – blog post

Server Deployments

The was no deployment to the Main (SLS) channel on Tuesday, May 29th, 2018.

RC Roll-back and Deployments

On Friday, May 25th, the deployments to the Magnum and BlueSteel RCs channels were rolled back from update #18.05.14.515432, which included server-side support for an upcoming capability to deliver estate information to estate owners and managers, to #18.05.07.515224. the roll-back was due to an unspecified bug.  The updates have remained deployed to the LeTigre RC.

There is due to be a further RC deployment on Wednesday, May 30th, 2018, but at the time of writing, details were still TBA. Commenting on the overall situation at the Simulator User Group on Tuesday, May 28th, 2018, Simon Linden said:

Let’s see … for server news, we had a roll-back last week of the RC channels for a bug. we’re going to have updates out tomorrow that have that fixed … and possibly another release that has a few other items in it. It’s all internal changes, as far as I know.

Upcoming Server-Side Maintenance Periods

The Lab has announced a series of upcoming server-side maintenance periods over the next several days (including the RC deployments these are set for:

  • Wednesday, May 30th, 2018 from 06:00 SLT (and rolls into the RC deployment window).
  • Thursday, May 31st, 2018 from 06:00 SLT.
  • Monday, June 4th, 2018 from 06:00 SLT.
  • Tuesday, June 5th, 2018 from 06:00 SLT (and presumably rolling into any planned Main (SLS) channel deployment planned for week #23).

During these maintenance periods residents may be logged off and will not be able to log in until maintenance is complete. In addition, residents may temporarily be unable to send messages or initiate group chats until the maintenance is complete.

Please refer to the Grid Status Page for more.

SL Viewer

There have been no further updates to the current SL viewers in the pipeline for the start of the week, leaving the list as:

  • Current Release version 5.1.4.515016, dated May 7, promoted May 16 – formerly the Ouzo Release Candidate.
  • Release channel cohorts:
    • Love Me Render RC viewer, version 5.1.5.515528, dated May 22.
    • Pálinka Maintenance RC viewer, 5.1.5.515527, dated May 21.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Environment Enhancement Project (EEP)

I’m plugging away at the first project viewer for EEP, and as soon as I get a blocker out of the way we’ll be able to get something into people’s hands.

 – Rider Linden, discussing EEP at the Simulator User Group meeting, May 28th

We have a blocking problem on the back-end at the moment … once we’ve gotten that fixed, we’ll deploy the back-ends that it depends on (simulator and inventory at least), and then put out a Project Viewer. y hope/expectation is that the Project stage will go well and we’ll get feedback quickly … Once we’ve responded to that, it’ll advance to RC, and at that point we won’t object to TPVs integrating it … The good news with respect to that is that the closer we get, the higher its priority gets, and the blocker is even higher priority for other reasons, so prospects are good.

– Oz Linden discussing EEP at the Simulator User Group meeting, May 28th

The meeting exhibited some lack of understanding on how EEP will operate. In brief EEP is a set of environmental enhancements, including:

  • The ability to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
    • Includes  arbitrary paths for both the sun and the moon.
    • Day cycles consist of a series of fixed skies. Each sky has a sun and a moon position.
    • In transitioning from sky to sky the sun or the moon will follow the great circle from one position to the next.
    • Can, howver be overrideen by the viewer (as per current “local” windlight settings.
  • New environment asset types (Sky, Water, Days – the latter comprising multiple Sky and Water) that can be stored in inventory and traded through the Marketplace / exchanged with others.
  • Experience-based environment scripted functions.
  • An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.

This work involves simulator, as well as viewer changes, and includes some infrastructure updates. The document linked to above (by Rider Linden) provides a summary of the document, and I attempt to offer updates through these Simulator User Group meeting notes and my Content Creation User Group meeting notes, as and when updates from the Lab are made available.

Grid-Wide Experiences

Work on grid-wide experiences is currently at a lower priority that other work currently being carried out (e.g. EEP), and so progress is slower. As with existing experience creation, only Premium members will be able to create grid-wide experiences. However, anyone will be able to accept and participate in them.

On-Line Friends Not Showing as On-Line

The is a recurrent bug that can affect people at different times and on different regions – all friends for the affected person appear as off-line. sometimes it can be rectified by IM’ing someone known to be on-line,forcing the Friends list then re-populates itself correctly. Simon Linden acknowledged the bug with the following comments:

It’s not caps fail – it’s a lost packet. There’s work going on to convert that to a cap so it’s more reliable, I believe. A work around is to tell folks to open up the web site and look at the friends on-line list there – that should be more reliable … The fact that you get an inaccurate list when you log in, and maybe a different one if you log out/in again, is due to packet loss. When you first land at a region, it needs to look up all your friends and status and send (or not) them the “is on-line” message, and also send a list to you. At the same time you’re getting updates for all the world around you, all your off-line IMs, etc. So there’s way too much traffic at once.

– Simon Linden, Simulator User Group meeting, May 28th

There also appears to be a similar issue that can be region-specific (see BUG-7557). This generally requires a region restart to resolve, and the underpinning causes still seems to be unknown.

 

 

Designing Worlds in conversation with Ebbe Altberg – Transcript + Audio

Ebbe Altberg in conversation with Saffia Widdershins

Note: the video of the show is now embedded at the foot of this page.

On Tuesday, May 15th, I was able to sit-down at a closed studio recording session which formed part of Design Worlds’ 10th anniversary. The programme featured special guest, Linden Lab CEO Ebbe Altberg.

Ebbe had accepted an invitation to answer questions to him by Saffia Widdershins, focusing on the upcoming 15th Anniversary celebrations for Second Life and the infographic and roadmap blog post issued by the Lab in  April 2018, although Sansar was also touched upon as well towards the end of the session.

The questions were a mix of those submitted to Designing Worlds ahead of the session, and those formulated by the Designing Worlds team. What follows here is a transcript of Ebbe’s responses to the questions, with a précis of each question and an audio extract from my own recording of the session.

A summary of the topics / comments is provided below, with links to the relevant section of the transcript. Note that the audio here may differ slightly to the audio in the video, as my audio extracts have been cleaned-up a little to remove repetition, pauses and asides, to give a smoother flow of the core comments and thoughts.

The Short(ish) Form

For those who prefer, the following is a bullet-point list of the core questions asked, gathered into the same topic headings as the transcript notes. Links are given to the relevant part of the full transcript for those who would prefer to read / listen to the complete answers / comments.

Note: due to the nature of WordPress internal text anchors and scrolling, you may have to scroll up a little after jumping to a specific topic, in order to see the question.

Opening Comments

  • 15 years a testament to users’ commandment to the platform.
  • Want to make it very clear to the world in general that Second Life is still going and improving.
  • The SL team is very committed to the platform, driving to make it better with new features and improved capabilities.
  • LL more optimistic than previously that they have the opportunity to grow the SL user base.
  • Jump to topic.

On the Infographic

  • While revenues are important, particularly moved by the value Second Life brings to users.
  • Fascinating that in 2017, users redeemed almost US$70 million from the platform, indicating it offers a genuine income opportunity.
  • 5 million items on the Marketplace (although some could perhaps be removed) indicates the breadth of creativity and opportunity for income generation available to users.
  • But the stories of how SL improves people’s lives, the way it can be used to raise money to help others (e.g. US $48,000 via Fantasy Faire in 2018),and the way it can change people’s lives for the better.
  • Jump to topic.

On Re-balancing the SL Economy

  • LL recognises land in Second Life is too expensive, and that they actually generate very little from the platform’s economic activity.
  • Hope is to pivot Lab’s income generation away from land tier and towards more of the economic activities – buying / selling L$, transactional and redemption fees, subscriptions, etc.
  • Through this shift, hope is to reduce the cost of land tier.
  • Witnessing steps already being taken – the private region buy-down programme, the Mainland price reduction, and more is cautiously planned.
  • Jump to topic.

On the Mainland Pricing Restructure and Private Estates

  • Extremely happy with the results.
  • Land team still incredibly busy handling orders.
  • Has also resulted in an increase in Premium subscriptions.
  • Still have to investigate the breakdown of figures: how many orders are from Premium users expending their existing land holdings; how many orders are from Premium users taking up land for the first time; and absolute net new Premium subscribers.
  • How do these changes balance with private estate costs?
    • Still being discussed, with no decisions as yet.
    • Idea is to make changes in steps and understand cause and effect – which is not possible if a lot of changes are introduced at once.
    • Potentially more to come in the future.
    • Jump to topic.

On Linden Homes

  • Not an exercise to convert exiting Linden Homes to mesh; rather the introduction of new homes which will take advantage of mesh, etc.
  • Will likely take advantage of the 1024 sq m land form, in line with the Mainland pricing change.
  • New houses will be showcased later in 2018, but no specific dates on the roll-out.
  • Some homes might make full use of a 1024 sq m footprint, some might be smaller to allow broader choice to users.
  • Jump to topic.

On The New Land Auctions

  • Initially, only Mainland land holders will be able to offer their land for auction, and individuals only, not groups.
  • Money will likely be held in escrow, so those who don’t win will get it back.
  • Lab will take a transaction fee on auctions, again as a part of trying to move revenue generation away from land tier.
  • No dates as to when the new auctions will be introduced, but getting “close”.
  • Jump to topic.

On Themed Learning Islands and Community Gateways

Are you considering community support for the new theme learning islands, and what are the themes likely to be?

  • Primary intention of themed learning islands is to provide more vertically specific user acquisition opportunities.
    • Attempt to make things consistent as possible, from initial contact through to arriving in-world at a location that is in context with the initial interesting in wanting to join SL.
    • Today, the process is generic, with no guarantee a new user will arrive in-world where they might have expected.
  • Currently in early testing, finding out what works / doesn’t work.
  • Hope is to bring-in and retain more productively (from the user’s perspective) and at a lower cost.
  • Have found that having greeters / helpers present at these islands doesn’t actually increase new user engagement. Might be a fault with testing, but might be only some new users appreciate personal help. Possible the Lab will look again at this.
  • Jump to topic.
  • Have some great gateways, but they are not necessarily contributing a lot of new users, but appear to do a great job in supporting existing users.
  • There has been success in the past – a Brazilian gateway supported by a local media company helped grow the SL Brazilian community.
  • Anyone wishing to apply to run a community gateway is free to do so.
  • LL spend a lot of money on user acquisition, but there are many different ways to do it.
  • Needs to be in contextually relevant places on the Internet where relevant audiences might be found.
  • Community gateways could be a unique way to provide user-generated themed user acquisition that the Lab may not have thought of; addressing niche audiences.
  • Jump to topic.

On the Marketplace Updates

  • Thoughts being given to clearing some of the “clutter” – content no longer managed by the creator for various reasons (e.g. no longer active).
  • User interface updates.
  • Specific (and requested) capabilities, such as being able to sell multiple colours for an item through a single listing.
  • Long list of possible improvements, and the aim is to work with the community [e.g. via the Web User Group).
  • Will be a big project, with many changes unlikely to appear until the end of the year; some (such as the clean-up) might become apparent sooner.
  • There is a commitment to make significant improvements to the Marketplace.
  • Already have certain points where revenue is collected (land, transactional fees, L$ fees, redemption fees, Marketplace commissions, etc.). Might be additional products deployed with fees associated with them.
  • Haven’t decided on the best way to engage in the transactional economy or whether Marketplace fees will increase from the current 5%.
  • Most digital economies on the Internet charge around 30% for participation. With Marketplace fees, L$ fees and redemption fees, LL charge around 10%.
  • With trying to lower land costs, the fees through the economy are liable to increase – but no decision on by how much.
  • Jump to topic.
  • Some LL’s focus is to try to find the right economic balance so that running a business in Second Life makes sense, and thus grow the economy.
  • Jump to topic.

On Premium Benefits (sort-of)

  • Mainland pricing has already happened.
  • There’s also Animesh, Bakes on Mesh and the Environment Enhancement Project, all of which will offer now opportunities for creators and shoppers.
  • There’s also work being done with Estate Management tools to make land management easier.
  • Project viewers in general either are available [Animesh, Bakes on Mesh] or will be appearing soon [Land Management, EEP].
  • Jump to topic.

On the Return of Last Names

  • Going a little slower than planned due to other work taking priority.
  • Important for scripter to switch to using agent IDs for identifying avatars, and not to use string names, as these will no longer remain constant.
  • New accounts will continue to have the “Resident” last name.
  • Premium users will – for a fee to be decided – be able to chose a new last name from a list, and use any first name they wish with it.
  • Last name lists will not include any last names previously used.
  • No-one will be able to use a name previously used by anyone else, so a name will always apply to the same user.
  • Jump to topic.

On Transitioning Second Life to the Cloud

  • First step is to make the migration and not have anything break. This must be completed before the Lab can start thinking about options and products.
  • Likely to be well into 2019 if not longer) before the Lab has transitioned from their own co-located infrastructure to a cloud-based infrastructure.
  • Possible benefits from the move might be:
    • Running regions on more high performant hardware, offering users a choice of hardware capabilities, depending on their needs
    • Possibly taking advantage of geographic distribution of regions (e.g. regions heavily used by European users located in Europe).
    • Possibly offering dynamic availability of regions (where appropriate) – spin-up when someone visits, spin-down and store on disk when empty.
  • Constantly have to upgrade hardware, etc., and this involves significant capital expenditure. The cloud allows for these things to be paid for on demand, reducing expenditure / overheads.
  • It’s the right time to make the move, and Ll are now committed to it.
  • Not an investment that would be made if the company didn’t have long-term aspirations for Second Life.
  • Jump to topic.
  • Can do a lot without cloud infrastructure – improving code, making optimisations, etc.
  • Will continue to do this on the software side.
  • Jump to topic.

On Grid-Wide Experiences

  • Essentially making experiences a grid-wide opt-out, rather than a localised opt-in.
  • Land holders will have the ability to determine which (if any) grid-wide experiences run on their land [region or parcel].
  • Jump to topic.

On the Environment Enhancement Project (EEP)

  • Three new object types / inventory assets for water, sky and day settings which can be transferred / traded like other goods.
  • Can be set at region or parcel level, subject to permissions.
  • Close to getting a project viewer available and to start getting feedback for users.
  • Hopefully will make it easier for those without the necessary skills (XML coding) to set custom environments for their land.
  • Jump to topic.

On Animesh and Bakes on Mesh

  • Animesh uses skeletal animations on a mesh object, animating it in the same way as an avatar. Should be more efficient than current mechanisms for animating objects [e.g. no need for intensive alpha flipping].
  • Bakes on Mesh allows system wearable to be applied to mesh bodies and heads. Should reduce the overall complexity of avatar mesh bodies and heads.
  • EEP, Animesh and Bakes on Mesh should provide new opportunities for content creation.
  • Jump to topic.

On Games and Experiences

  • The aims of building games are to: make sure the Lab can make interesting content; showcase what might be done with emerging capabilities and options to creators; and understand what users find particularly engaging, and how the Lab might capitalise on that engagement in terms of tools and other capabilities.
  • Jump to topic.

On Sansar

Progress to Date

  • No – but this is fairly normal when building a complex system.
  • Sansar is essentially building a new games engine from the ground up with all the scripting, physics and rendering capabilities & building two unique interfaces: VR and mouse / keyboard
  • Work will continue in adding more capabilities and in making Sansar more performant, offering beet means for people to connect with content and with one another.
  • At present tests are in progress to improve user on-boarding.
  • Personally very excited about VR and its potential. However, VR does have a way to go before it achieves a large market.
  • Feels creativity in Sansar is starting to take off – creators are already doing things LL never imagined.
  • Now starting to look at getting growth. SL users are welcome to try Sansar. LL very happy if users opt to use both, or decided to stay with one or the other.
  • Jump to topic.

Tie-ins and Opportunities

  • Sansar has significant architectural differences to Second Life.
  • Instancing experiences is one difference, visual fidelity is another. Sansar also has a monetisation model based on economic activity.
  • All these may serve to encourage brands and companies and organisations opt to select Sansar as the platform for publishing their VR experiences.
  • Jump to topic.

The “WordPress Analogy”

  • Broad spectrum of platforms for content creation from Minecraft to Unity and Unreal.
  • Second Life and Sansar sit between the two extremes, with Sansar between SL and something like Unity.
  • Sansar aims to offer freedom to create and publish of 3D environments, coupled with scalability and the ability to target VR hardware, rather than just consume content.
  • Still a learning process – discovering what works and what doesn’t; plans have to be revised as users get involved, company has to be nimble to meet evolving requirements and needs.
  • Content creation falls into different categories. Second Life supports a lot of in-world original content, Sansar utilises a more sophisticated external toolset.
  • Both off huge opportunities not only for the actual creators of content, but for people to obtain content and utilise it to create unique spaces. This is particularly what Sansar is aimed at.
  • Jump to topic.

Ebbe Altberg: discussing the future of Second Life

Ebbe Altberg in conversation with Saffia Widdershins, discussing the future of Second Life, Tuesday, May 15th, 2018

Update: the transcript and audio of the session is now available. The video can be seen on SLArtist.

On Tuesday, May 15th, I was able to sit-down at a closed studio recording session which formed part of Design Worlds’ 10th anniversary. The programme featured special guest, Linden Lab CEO Ebbe Altberg.

Ebbe had accepted an invitation to answer questions to him by Saffia Widdershins, focusing on the upcoming 15th Anniversary celebrations for Second Life and the infographic and roadmap blog post issued by the Lab in  April 2018, although Sansar was also touched upon as well towards the end of the session.

The programme will be shown at 14:00 SLT today, Monday, May 28th, 2018 at the Designing Worlds studio, and Second Life users are invited to attend the showing. For those unable to get into the region, it will also be shown on the SL Artist website, again starting at 14:00 SLT on Monday, May 28th.

As a part of the event, I’ll be featuring a transcription of Ebbe’s answers to the questions put to him, here on this blog. As is my usual approach to these things, the transcript will include audio recordings of Ebbe’s answrs, which can be listened to either alongside of reading the transcript, or in place of reading it.

In addition, the video will be available later in the week on the SLArtist.com channel, the Aview TV Designing Worlds channel – or on the Prim Perfect or Designing Worlds blogs. I will update the transcript with links, once the video is available.

SLurl Details

A Mainland taste of Italy in Second Life

Italian Village of Ciampi, Italy; Inara Pey, May 2018, on FlickrItalian Village of Ciampi, Italy – click any image for full size

The Mainland tends to have a reputation for either being “cluttered” or “empty” – nothing but ugly builds and masses of abandoned land.

While it is true the lack of zoning on Mainland can lead to confusing jumbles of parcels and buildings running one against the next, and that it may well have tracts of abandoned land (although the latter would appear to be getting eaten into with the Mainland pricing restructure), it is also true that there are many treasures to be found across the different Mainland continents. Some of them I’ve covered in these pages, others I’m still – despite 11 years in Second Life  –  discovering.

Italian Village of Ciampi, Italy; Inara Pey, May 2018, on FlickrItalian Village of Ciampi, Italy

One such place Caitlyn and I found a few months ago, and which has been waiting a blog post in the Italian Village of Ciampi, Italy. Located within the western extent of Heterocera, this is a combination of public spaces and private rental residences operated by Viggen Petofi (MasterViggen).

As the name suggests, this is a location themed after a countryside Italian village. If you want to reach it by road, it sits just off the western end of the continent’s road system shortly before it reaches the coast and turns north. For those teleporting into the village, the landing point is located in the main public area of the village, near the foot of the steps leading up to the local church on the south side of the region in which the village sits.

Italian Village of Ciampi, Italy; Inara Pey, May 2018, on FlickrItalian Village of Ciampi, Italy

From here visitors can wander among the little stores and cafés, pay a visit to the church or spend time alongside the village pond or exploring the village farm. Dirt tracks lead away from this public area in several directions. Along these can be found the private rental properties of the estate – so please do regard resident’s privacy when exploring.  These house come in a number of different sizes, and those interested in renting one might be able to do so via the village office. This is located across the continent’s cobbled road to the south, within a riverside group of shops.

Devoid of visible skyboxes overhead, with plenty of opens spaces which help to give the setting a rural feel, the Italian Village of Ciampi, Italy, offers a relaxing, pleasing visit for those looking for something a little different on the Mainland. It also offers assorted opportunities for photographs, and for Mainland explorers a pleasure stop along the road.

Italian Village of Ciampi, Italy; Inara Pey, May 2018, on FlickrItalian Village of Ciampi, Italy

SLurl Details

2018 viewer releases summaries week #21

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates for the week ending Sunday, May 27th

This summary is generally published on every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Note that test viewers, preview / beta viewers / nightly builds are not recorded in these summaries.

Official LL Viewers

  • Current Release version 5.1.4.515016, dated May 7, promoted May 16 – formerly the Ouzo Release Candidate – NEW.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Love Me Render RC updated to version 5.1.5.515528 on May 22nd, 2018.
    • Pálinka Maintenance RC viewer, 5.1.5.515527 released on May 21st, 2018.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V5-style

  • Kokua updated on May 27th as follows: RLV to 5.1.4.43398 and non-RLV to 5.1.4.43399 – release notes.

V1-style

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

African Queens, future worlds, murder, adventure and music

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s home at Holly Kai Park, unless otherwise indicated.

Sunday, May 27th 13:30: Tea-Time on the African Queen

As World War I reaches the heart of the African jungle, Charlie Allnutt and Rose Sayer, a dishevelled trader and an English spinster missionary, find themselves thrown together by circumstance.

Fighting time, heat, malaria, and bullets, they make their escape on the rickety steamboat The African Queen…and hatch their own outrageous military plan.

Originally published in 1935, The African Queen is a tale replete with vintage Forester drama – unrelenting suspense, reckless heroism, impromptu military manoeuvres, near-death experiences – and a good old-fashioned love story.

The African Queen at Ceiliúradh Glen

Most famously, perhaps it became a 1951 film directed by John Huston and produced by Sam Spiegel and John Woolf and starring Humphrey Bogart as Charlie Allnut and Katharine Hepburn as Rose Sayer. Unable to provide an English (or more specifically, a Cockney, accent, Bogart’s Charlie Allnut was re-cast as a Canadian, and Bogart went on to win his only Oscar in the role – picking up Best Actor in what he regarded as the best performance of his film career.

Join Corwyn Allen, Kayden OConnell, and Caledonia Skytower at Ceiliúradh Glen, which has been redressed as German East Africa as they present The African Queen, combining both novel and film script.

Monday, May 28th 19:00: The Nitrogen Fix

2000 years from now, the Earth has acid oceans, mutating exploding plants, silent, tentacled observers, doomed Hill cities, nomad Outcasts, vicious, power-mad rebels.

In this world, fully depleted of freely floating oxygen – it has all been trapped in the Nitrogen Fix –, humans are the last native animal species on the planet. What civilization is left is isolated and separated.

A doomsday scenario? perhaps. But Hal Clement has a knack for making this beleaguered, suffering version of Earth and the trials of those living on it far more enticing that might be first thought.

Join Gyro Muggins as he travels to Clement’s world and see what might be found there.

Tuesday, May 29th: The Cold Dish (Walt Longmire #1)

Two years ago, four boys were put on trial for raping a Cheyenne girl. Now one of them – Cody Pritchard – is dead, shot and dumped in with a local farmer’s sheep.

For Walt Longmire, it means his hope of finishing out his term as sheriff of Wyoming’s Absaroka county in peace and quiet is at an end; instead, he finds himself in the middle of a murder investigation.

Plenty of people had cause for wanting Cody Prichard dead but who had the guts to do the deed? And are his three compadres next on the hit list? For Longmire, it means facing one of the more volatile and challenging cases in his twenty-four years as sheriff. One in which he means to ensure that revenge, so often regarded as a dish best served cold, is never served at all.

Join Kayden OConnell as he reads the first volume of Craig Johnson’s tales of Sheriff Walt Longmire.

Wednesday, May 30th 19:00: Hello, Universe

In one day, four lives weave together in unexpected ways.

Virgil Salinas is shy and kind-hearted and feels out-of-place in his loud and boisterous family; Valencia Somerset, who is deaf, is smart, brave, and secretly lonely, and loves everything about nature; Kaori Tanaka is a self-proclaimed psychic, whose little sister Gen is always following her around; and Chet Bullens wishes the weird kids would just act normal so that he can concentrate on basketball.

None of them are friends; at least not until Chet pulls a prank that traps Virgil and his pet guinea pig at the bottom of a well.

This leads Kaori, Gen, and Valencia on an epic quest to find the missing Virgil. Through luck, smarts, bravery, and a little help from the universe, a rescue is performed, a bully is put in his place, and friendship blooms.

Join Caledonia Skytower as she reads Erin Entrada Kelly’s 2018 Newbery Medal Award-Winning tale.

Thursday, May 31st: RUSH 2112

  • 18:30-19:00 music from the album and dancing.
  • 19:00: RUSH 2112 Anthem – the story behind the music.

With Shandon Loring. Also presented in Kitely (hop://grid.kitely.com:8002/Seanchai/144/129/29).

19:00 Seanchai Late Night

Contemporary Sci-Fi with Finn Zeddmore.

 

 


Please check with the Seanchai Library’s blog for updates and for additions or changes to the week’s schedule.

The current charity is Project Children, growing peace in Northern Ireland one (or two) children at a time.