dnd 5e – Can the pocket dimension created by the mirror of life trapping be returned to by using the Gate spell?

A wizard needs a few decades to think over a problem, and decides to do so in his mirror of life trapping to prevent himself from aging. He packs a bag full of writing supplies and a 5000gp diamond, and has a servant activate the mirror to trap the wizard inside. After a few years have past, the wizard realizes he misses his liquor cabinet, and casts Gate to return to his study. After grabbing a couple bottles and regaining his 9th level spell slot (he took too long and the gate had run its duration), he wishes to return to the mirror. Can the wizard recast gate and step back into the mirror, or must he return to the mirror by his servant reactivating the mirror? Does the extra dimensional cell remain in existence when the wizard leaves it, or collapse until the cell is refilled? What if the wizard leaves his notes, are they ejected when the wizard leaves?

If applicable, what other pocket dimension can or cannot be returned too in this way?

dnd 5e – Can the Mirror of Life Trapping force multiple saves?

Once, or once per activation

Adopting the “there are no hidden rules” rule, since there is no suggestion that multiple saving throws are required, they aren’t.

A creature “that sees its reflection in the activated mirror” makes “a DC 15 Charisma saving throw”. The previous paragraph spells out how the mirror is activated.

A person sees their reflection and from that point on they have seen it, even if they are still looking or are looking again or looked 30 years ago. Once you “see” Paris, you have forever after seen Paris even if you live there.

Whether the mirror “resets” when deactivated/reactivated is ambiguous so that’s a DM call.

dnd 5e – Are creatures aware of the effect of Mirror of Life Trapping?

It’s up to the DM.

It’s up to the DM to decide what the player experiences, and to then relate that experience to the rules for perceiving magical effects. In this case, we have this rule concerning spells from the Player’s Handbook:

Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.

Obviously this is talking about spells, but it should be obvious that it applies to other magical effects. So it is up to the DM to decide what a player experiences when they look at the mirror. The item description does not say.

rendering – How can I implement a Mirror Mode?

First of all, go pick up a game engine. You can learn by following examples, and experimenting. And of course, reading the documentation when you don’t know something… And if you get stuck, come back and ask here.


As per your question…

flipping a games X axis rendering so everything that was on the right is now on the left, and vice versa.

For most engines, you apply a transform to the root of level/stage/scene/prefab/whatever (depending on the engine) that contains the geometry of the world. You keep that transform separate from the player avatar, the UI, and anything else that remains unchanged. Then the mirror mode, is a matter of modifying that transform to one that flips the X axis.

Some additional tweaks might be necessary, such as changing the starting position of the avatar (assuming it does not always start at the coordinates 0). Do not forget to test your game.

In case that is not possible… Ask an engine specific question, there might a way around it.


You might be able to do something similar with a vertex shader, if you only need it as a visual effect.

See the documentation of whatever engine you picked to see if they allow you to write custom shaders. For any popular enough engine, you should be able to find tutorials online, with a simple search.

For 3D, you would declare a vector uniform and multiply the vertex coordinates by it in the vertex shader. Set it by default to 1 in all axis. So that when you multiply, it changes nothing, as any value times 1 is the same value. And to flip the X axis, you set it to -1 on the X axis and leave it at 1 in the others.

For 2D, you would instead want to flip UV coordinates. The plan is to make the textures appear reversed. It is the same idea. You declare a vector uniform and multiply the UV by that vector.

Note that using a shader to do this is just a visual change. If the game engine is handling physics, it would not take this effect into account for that. However, if you flipped everything (with the transform), and you need to revert some items (e.g. pickups should look the regular way), this can be a quick fix (as opposed of going over every transform of every item you want to unflip).


We can argue about another way to flip everything: post-processing. The idea is that you will take the image from the game, then flip it, and then you show the flipped image.

Depending of the engine, the particulars change… Hopefully you can attach a fragment shader for post-processing (either globally or to the camera).

Alternatively, your engine may allow you to set a camera to render to a texture, and then you can have a second camera that looks directly to a quad that covers its view perfectly. And have that texture on the quad, except it is flipped (flipped texture means flipped UV coordinates).

Or, if your engine is so inclined, you might be able to simply have that quad in-front of the camera at all times, and tell the engine to render that quad after everything else.

Please, see a tutorial on post-processing for the engine you choose.

You could tell the engine to render UI elements afterwards (for engines that allow that). Or you could render UI elements reversed to begin with.

You may have to modify the input controls to revert the axis. So that going to the right, still appears to go to the right. Despite it actually going to the left, except the left appears to the right because the image is flipped. And similarly for going to the left. Hopefully that makes sense.


Baring using shaders to those changes, it could be possible to write an script to go over everything either flip the transforms or the UV coordinates.

If your engines does not let you write custom shaders, nor attach such scripts, then that is not a great engine. However, you could take the 3D models into an editor (e.g. Blender) flip them there, and export them again. For 2D you could take the textures into an editor (e.g. Gimp) flip them there, and export them again. It would result in a lot of extra size on the final game, since it would have both the regular versions and the mirror versions of everything. Or you can pick a better engine.

Mirror iPad Pro screen to my Windows 10 PC via USB

I need to mirror my iPad screen to my windows 10 computer without wifi (via USB). Is there a modern software solution that does not involve very low framerate or high latency ? What about a (cheap) hardware solution ?

dnd 5e – Can I “High Five” my duplicates from the Mirror Image spell?

The text for Mirror Image says:

the duplicates move with you and mimic your actions […] If an attack hits a duplicate, the duplicate is destroyed.

Does this mean that my warlock can cast Mirror Image, slay an opponent in the first two rounds, then spend the remaining eight rounds giving himself one high five after another? Then wave goodbye to the three images when the spell duration expires normally?

Or does one high five from the caster destroy his own duplicate? One destroyed image with each flat palm slap?

Assume that at the end of round two, no opponent has hit a duplicate, and the three original duplicates are still present when celebratory hand gestures commence.

dnd 5e – Can I “High Five” my Mirror Images?

The text for Mirror Image says:

the duplicates move with you and mimic your actions

Does this mean my warlock can cast Mirror Image, slay an opponent in the first two rounds, then spend the remaining eight rounds giving himself one high five after another? Then wave goodbye to the three images when the spell duration expires normally?

Or does one high five from the caster destroy his own duplicate? One destroyed image with each flat palm slap?

If an attack hits a duplicate, the duplicate is destroyed.

Assume that at the end of round two no opponent has hit a duplicate and the three original duplicates are still present when celebratory hand gestures commence.


networking – Mirror Failure – Default Redirect

I an running into a common issue with trying to maintain and install packages for Ubuntu 20.04, with the following error being returned:

0% (Connecting to au.archive.ubuntu.com (2001:388:30bc:cafe::beef))

So, first and foremost I just blamed IPv6 as the issue, so went to disable this with the following command:

sudo nano /etc/apt/apt.conf.d/99force-ipv4

Adding the value:

Acquire::ForceIPv4 "true";

Then I proceeded with the following to disable IPv6 on the system entirely:

sudo nano /etc/sysctl.d/99-sysctl.conf

Then added the following into the configuration file:

net.ipv6.conf.all.disable_ipv6 = 1
net.ipv6.conf.default.disable_ipv6 = 1
net.ipv6.conf.lo.disable_ipv6 = 1

Then I re-loaded:

sudo sysctl -p

Then, I ran an apt update -y to ensure my packages are updated. Here I an seeing that the repository IPv4 is now being shown, but I still cannot connect to it:

Get:1 http://security.ubuntu.com/ubuntu focal-security InRelease (107 kB)       
Hit:2 https://apt.enpass.io stable InRelease                                                                            
Hit:3 https://packages.cisofy.com/community/lynis/deb stable InRelease                                                                         
Err:4 http://au.archive.ubuntu.com/ubuntu focal InRelease                                                                                            
  Could not connect to au.archive.ubuntu.com:80 (202.158.214.106), connection timed out
Err:5 http://au.archive.ubuntu.com/ubuntu focal-updates InRelease
  Unable to connect to au.archive.ubuntu.com:http:
Err:6 http://au.archive.ubuntu.com/ubuntu focal-backports InRelease
  Unable to connect to au.archive.ubuntu.com:http:

So as far as I understand, I am being redirected to my nearest mirror that’s being best-sourced for my system. How/is there a method wherein I can test to see the availability of the mirror, or even default to another location based on a failure to connect?

Replace a broken SLR mirror with a cut HDD?

I love film cameras and repairing them.
However, I often encounter cameras with broken and scratched mirrors.
Is it possible to use some old HDDs and cut them to replace those mirrors ?
I want to find a good and inexpensive alternative to buying broken cameras and removing their mirrors…

What major projects would you like us to mirror?

Hey All!
As we grow we also want to give back to the Internet community. We are a longstanding mirror of CentOS in London since 2014 but as… | Read the rest of https://www.webhostingtalk.com/showthread.php?t=1819816&goto=newpost