# Getting rid of roads/houses?

**URL:** https://discourse.cataclysmdda.org/t/getting-rid-of-roads-houses/9347
**Category:** The Lab
**Created:** [April 7, 2015, 12:25pm UTC](https://discourse.cataclysmdda.org/t/getting-rid-of-roads-houses/9347 "2015-04-07T12:25:47Z")
**Posts on this page:** 7
**Page:** 1

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### Author: ![Iituem](https://avatars.discourse-cdn.com/v4/letter/i/858c86/32.png) [@Iituem](https://discourse.cataclysmdda.org/u/Iituem)
#### Post date: [April 7, 2015, 12:25pm UTC](https://discourse.cataclysmdda.org/t/getting-rid-of-roads-houses/9347/1 "2015-04-07T12:25:47Z")

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Working on the foundation for a total conversion mod. I’ve eliminated all the overmap specials except for the starting shelter (which I will eventually replace). How can I get rid of the roads and houses that spawn in towns, or change them to blank fields or different tiles instead?

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### Author: ![stk2008](https://avatars.discourse-cdn.com/v4/letter/s/5f8ce5/32.png) [@stk2008](https://discourse.cataclysmdda.org/u/stk2008)
#### Post date: [April 7, 2015, 12:36pm UTC](https://discourse.cataclysmdda.org/t/getting-rid-of-roads-houses/9347/2 "2015-04-07T12:36:57Z")

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hi there I have no idea how to do what ya want

just curius as to what your doing ? 🙂

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### Author: ![Coolthulhu](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/coolthulhu/32/2446_2.png) [@Coolthulhu](https://discourse.cataclysmdda.org/u/Coolthulhu)
#### Post date: [April 7, 2015, 12:46pm UTC](https://discourse.cataclysmdda.org/t/getting-rid-of-roads-houses/9347/3 "2015-04-07T12:46:19Z")

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I don’t think it’s possible at the moment. It could be quite easy to add, I think, but not with jsons alone.

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### Author: ![John\_Candlebury](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/john_candlebury/32/6437_2.png) [@John\_Candlebury](https://discourse.cataclysmdda.org/u/John_Candlebury)
#### Post date: [April 9, 2015, 3:46am UTC](https://discourse.cataclysmdda.org/t/getting-rid-of-roads-houses/9347/4 "2015-04-09T03:46:31Z")

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Technically you can “fake” their removal by deleting all the json layouts, removing the references to the inbuilt layouts (found in the house overmap terrain) and then making a json layout for hoses that is just a simple empty field.

The same can be probably done for roads, but you’ll have to add empty terrains for all the different road directions.

By the way I’ve got a giant blacklist that removes a lot of the more contemporary recipes from the game, can post it here if you think you might use it.

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### Author: ![Iituem](https://avatars.discourse-cdn.com/v4/letter/i/858c86/32.png) [@Iituem](https://discourse.cataclysmdda.org/u/Iituem)
#### Post date: [April 9, 2015, 5:20am UTC](https://discourse.cataclysmdda.org/t/getting-rid-of-roads-houses/9347/5 "2015-04-09T05:20:36Z")

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Yeah, I managed to get that to work for a lot of the others, just need to figure out how to workaround the inbuilt versions. On a related note to that, actually, is there any way in the .jsons to give an overmap square (or maybe just terrain tile?) radiation? It looks like it’s a builtin function of craters etc, but not sure.

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### Author: ![Coolthulhu](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/coolthulhu/32/2446_2.png) [@Coolthulhu](https://discourse.cataclysmdda.org/u/Coolthulhu)
#### Post date: [April 9, 2015, 6:08am UTC](https://discourse.cataclysmdda.org/t/getting-rid-of-roads-houses/9347/6 "2015-04-09T06:08:39Z")

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> [@Iituem](#):
>
> On a related note to that, actually, is there any way in the .jsons to give an overmap square (or maybe just terrain tile?) radiation? It looks like it’s a builtin function of craters etc, but not sure.

Pretty sure it is, but I can’t find any example of it being used.  
It seems to be intended to be used in a similar way to terrain, furniture, items and traps, except with value rather than type.

For example, in data/json/mapgen/dojo.json, there’s a block for terrain and furniture, both sharing many keys. Take “C” for example - it is defined as t\_floor and f\_chair.  
Adding block like “radiation”:{ “C”: 2 } would probably make all the “C” tiles in this dojo have 2 radiation on them.

Mapgen also seems to support making areas of radiation. I think that having a block like “radiation”:{ 10, “x”:[1,10], “y”:[2:20] } should also work (and make the rectangle from (1,2) to (10, 20) have 10 radiation on every tile).

I didn’t see it in action, just trying to decipher mapgen.cpp here.

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### Author: ![MickeySurvivingRNG](https://avatars.discourse-cdn.com/v4/letter/m/c37758/32.png) [@MickeySurvivingRNG](https://discourse.cataclysmdda.org/u/MickeySurvivingRNG)
#### Post date: [March 6, 2021, 6:42pm UTC](https://discourse.cataclysmdda.org/t/getting-rid-of-roads-houses/9347/7 "2021-03-06T18:42:19Z")

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@Iituem Once City size is set to 0 mapgen still forces a road to cut across every greater map cell, but you can remove that last road by going here  
Cataclysm DDA\data\json\overmap\Roads overmap\_connections.json  
and deleting the line { “terrain”: “road”, “locations”: [“field”, “road”] },  
Make sure you back up yer fills  
CDDA 0.D wouldn’t have this lone mandatory road on 0 city size map gen, but it does in 0.E for some reason, took me ages to work out how to get rid of it :S Roads mean cars, cars mean infinite food and fuel and that makes survival trivial ;D  
Hope it helps with your TC 🙂
