# Calysto World integration

[Calysto World](https://www.unrealengine.com/marketplace/en-US/product/massive-world-procedural-generation-with-pcg) roads and biomes will adapt to Calysto Village to remove the vegetation and detect the obstacles. In the example below you can see that the Calysto World biome is cut by the bound of the forest.

<div data-full-width="true"><figure><img src="https://342728394-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOIeQIBrFFtGwhSJVdhiH%2Fuploads%2FR8udM2G6wyPg0AYUFRHM%2Fimage.png?alt=media&#x26;token=a0d8eb50-c76d-46ac-94b5-18d9650f7b2e" alt=""><figcaption></figcaption></figure></div>

### Flattening the ground

Inside the PCG\_Village and PCG\_Farm graph, you can see this part of the graph. You can connect the Merge Points with the Spawn Actor and add inside the BP\_StampRaiseGround, this will add a flattening area on each building and "Flatten" sockets in your houses.

Important: Be sure to toggle off the[ auto-update](https://qwertystudio.gitbook.io/massive-village/toggle-auto-update) to not end up in an infinite loop!

<div data-full-width="true"><figure><img src="https://342728394-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOIeQIBrFFtGwhSJVdhiH%2Fuploads%2FrTDJZe01Twlta0MJD0c6%2Fimage.png?alt=media&#x26;token=d1ea50b5-986d-4868-8feb-a0655e0f399c" alt=""><figcaption></figcaption></figure></div>
