Rearrange items in order reduce fragmentation and reduce wasted space

I have a segment with some offsets at irregular intervals

There are items of various length inside. Items cannot be placed randomly. Instead, their left side must match some offset.

Items are free to go past offests.

As you can see in this image, item number 3 is long enough that it goes through an offset, shown with a dotted line.

I also have some special type of offset that I’ll call “barrier” that items cannot go past and cannot be placed on:

One last constraint is that items cannot overlap each other:

Items can be moved one at a time. So I can pick up an item and place it somewhere else as long as no constraint is violated.

I’m trying to come up with an algorithm/solver/optimizer which would find some good enough sequence of steps to reduce fragmentation and compact up these items. It follows that this procedure will reduce empty space between items and offsets:

Can you give some suggstion on how you would tackle a problem like this or point me in the right direction, give some ideas, name algorithms to take inspiration from, etc..?

Are these homebrew magic items balanced at low levels?

I was thinking about throwing in two “home made” magic/special items for when my players go up to level two this weekend, but I’m not sure if it would be at risk of being unbalanced because I was hoping to create two common permanents (just two players; a Fighter and a Sorcerer).

  • A sword with a couple of features that makes it seem like more than it is but it only gives a +2 to initiative as well as be able to harm creatures that need a magic item to harm.

  • A coat made of winter wolf pelt that will give a resistance to cold.

Would either of these be too much too soon? I’m planning on holding back a bit on the real deal magical items as to not flood it but I want to give my players a couple of “oooh shiny…” items that will give a small boost and also compliment their characters.

Best UI pattern to allow the user to assign 1 level nested items to two groups

My issue is something similar to this one – Best UI pattern for letting a user assign items to groups

I am looking for a good UI design for mapping items between 2 groups (only one-to-one mapping). These items can be under a parent or by itself. I thought of drag-and-drop/ having checkboxes (or switch like) to turn on for any one group.

Items Group 1 Group 2

Item A
Item A1 checkbox checkbox

Item B checkbox checkbox

Everybody knows how to make magical items. What about magical “places”?

I’ve been running a Pathfinder 1e game for several years now, for a group of very inventive players that come from all sorts of walks of life. This situation is from the game session that happened over the weekend.

One of my players set up to create a (honestly, rather amazing) special forge for their character.

This character is a 17th level Gestalt Sorcerer/Witch, with a heavy arcane blacksmith theme to it. She recently gained the favor of the patron of her family (a mighty red dragon), and was rewarded with an entire volcano for her services.

She decided to turn said volcano into a place to create magic items, as some sort of dedicated, magical forge. Her plan is for the place to provide several assistants made of lava, that would copy the spellcaster movements, spells, and enchantments.

Those assistants would be able to forge, smith, and work with metal and magic with the same proficiency the user of the forge would. They wouldn’t improve one’s abilities to create anything – instead, they would multiply the output of said spellcaster, provided they have enough materials to make the entire batch.

The forge itself would provide the magical energy to fuel the several copies of the spells that are needed to create several magical items at once by tapping into the leylines of the planet. This process is already defined in the setting’s fiction as possible, as one of the races actually uses this as a form of sustenance for their addiction to magic.

The rules for creating magic items are, despite their shortcomings, there. They exist, and as such they can be used as guidelines whenever the DM needs an idea or two to create custom magic items.

That said, I’ve found nothing regarding creating magical places. Those exist in the fiction in abundance – an island enchanted to change places from time to time, a mage’s tower with several magical effects to boost its owner magical abilities, a magical city-tree that grows forever and grants the people that planted it immortality, floating magical cities, and so on. Those are usually made – again, in fiction – by regular spellcasters with enough time, material, and power to do so. Those aren’t epic mages with three dozens of levels – they are people on their 15ths and 17th levels, far below godly status but still with a good share of power in their hands.

Sure, one could always create a magical place by treating it as a collection of several magical items, but this doesn’t make justice to the uniqueness those places usually have, nor the magnitude of the effects they usually hold. Thus, it is very hard to eyeball what would be needed to to make such an endeavor possible.

My problem:

Is there a set of rules that could be used for guidelines to create magical places?

What is the most conventional/best place to add actions for items inside datatable?

Like actions I would say “delete”, “edit”, “details” and many more maybe. How display that on a desktop application. Some possibilites that I already used could be :

  • Add to the top before the header and display when one item is selected
  • Inside the row at the beginning or at the end
  • With a three dot icon after the first cell like with can see in Sharepoint
  • In the top of the row when you are over with the mouse
  • Other ?

My feedback is as follow…

  • For the first one, it’s good to set batch action (things you do to a group of things) or to the table as the whole. But sometimes you see actions for the selected item too. Could be good when you have a lot’s like 5 to 10 actions. And it’s a good idea because you have space and on your datatable you have just DATA and nothing else more. But for a user it’s not always easy to understand the link between actions on the top ouside datatable and the selected item.

  • For the second one, I like it because you directly understand that these actions are for the item. But if you put at the end and your table have several columns or if your sceen is small you must always scroll and you didn’t see them directly. If you put at the beginning it could takes a lot’s of space and the most important thing (data) are pushed to the bottom and maybe ouside the visible part of the page

  • With the third you can group it and gain some space. Your button will be always visible and it will not takes too much space. But the user didn’t see actions directly and for all actions he want to do he must do one more click to open menu then find on the menu what he want then click again. It will takes more time to activate an action than the other solutions.

  • Last one… I m not a big fan it cover data and you think that there is like a glitch on screen.

To resume for me there is no good solution or standards with material design and it is kind of shame…

If you have any article/feedback who speak arround this problem… Please send me !

Determining Cumulative Benefit of Orders with Various Items

I’m working on a project to change the location of items in a warehouse to allow me to ship items together which were bought in the purchase order (currently impossible due to conveyor logistics). The problem is, I don’t have enough space to relocate them all and don’t know which items to prioritize.

I have a list of orders, each of which has a given benefit associated with it if I can put the items next to each other. One or more distinct items is associated with each of these orders. The goal is to maximize the value of a given number of relocations.

Here’s the situation that I believe makes this problem difficult:

Let’s say I take the item that appears most frequently as a single item in these orders (call it item A) for my first relocation priority. I then repeat that process for item B, so we will have captured opportunity for single item A orders, single item B orders, and item AB orders.

When I try to repeat this process for item C, I will get benefit from A, B, C, AB, AC, and BC orders. However, if AC orders represent an enormous amount of the opportunity, I would have been better served taking item C as my second priority item, so I would need to change the ranking.

This will only get more complex as items and pairs are added to the list. Does anybody know the best way to prioritize my items?