





MapFlood brings dynamic flooding into Farming Simulator 25. It checks the terrain, drainage routes and weather, then simulates water rising from heavy rain and snowmelt. That makes driving, working and building around the map feel different as the water changes.
MapFlood is still a beta and development continues. Future updates will optimize the project and expand it.
Features
- You can use it on every map. As the map loads, MapFlood studies the terrain, works out drainage directions and finds the spots where water can collect.
- Heavy rain makes water build up dynamically in depressions, valleys and lower road sections when the soil has enough moisture. Snowmelt counts too.
- Flooding intensity and the other available settings are adjustable.
- Get rid of floodwater with suitable pumps, hoses, supported vehicles and equipment. That includes fire trucks, tank trailers and other equipment able to move liquids.
- All fire trucks are found automatically, whether they are from Giants’ official free Emergency DLC or a mod, and they come with a pump. Liquid containers, vehicles and trailers work as well.
- Flood missions let you help deal with floods and earn money when you complete them.
- When the water gets deep enough, it can cover roads, fields and lower-lying areas and affect traffic.
- Field soil moisture above 70% means precipitation and meltwater can add to flooding.
Changelog
V1.1.1.0
The log error is fixed. The Testrunner was missing yesterday evening, and the log is clean again.
V1.1.0.0
This update adds more dynamism, more realism and much better water calculations. It brings major changes to flooding, bodies of water, soil behavior, contracts and settings.
Water & Flooding
- Rivers, lakes and ponds are picked up with greater precision.
- The change from clear water to floodwater happens without visible flickering.
- A body of water becomes brown only where actual flooding is happening.
- With saturated soil and rainfall, rivers and lakes can overflow their banks independently.
- Shorelines render with finer 2 cm increments.
- Floating water surfaces and unwanted flooding in nearby areas are gone.
- Extra water drains away in a more controlled manner.
Soil & Weather
- Soil cultivation, compaction, frost, saturation and weather all affect how water infiltrates.
- Every save game gets its own soil variations and moving rain cells.
- Sunlight speeds up drying, while clouds make drying slower.
- Plants have dynamic growth and duration periods, using an adjustable factor between x0.1 and x8.
- Start a new save game with clear water.
Contract System
- Dynamic contracts are turned on by default.
- There are 8 possible contract providers: Municipality, Local Authority, Mayor, Road Maintenance Department, Fire Department, Insurance Company, Water Management Association and Neighbors.
- Providers have their own rewards and deadlines.
- Duplicate contracts at server startup have been removed.
- Lockout and cooldown periods are saved.
- Damaged fields or buildings under threat can create more contracts.
- Contract providers each have a unique face.
- Markers show the way to visible water.
- Once contracts expire, they are removed immediately.
Settings
- Set extra road-level elevation from +0.5 to +3 m.
- General additional elevation goes up to +15 m.
- Rainfall intensity can range from x0.5 to x5.
- Choose the contract types you want.
- Turn the mod-specific rain toggle on or off.
- Generate a flood manually from +1 to +15 m.
- Flood intensities: Low, 0.5 m; Medium, 1.5 m; High, 3 m; Very high, 6 m.
- The settings are saved and also apply to new savegames.
Pumps & Water Extraction
- Pumping capacity now works with all water sources.
- You get support for
Pumps n' Hoses, firefighting equipment and barrels. - Empty tanks straight into rivers, lakes and ponds.
- Discharged brown, dirty water spreads visibly through the body of water.
Performance & Compatibility
- Support for 4x and 16x maps is improved.
- 4x maps work with a finer 4-meter grid.
- Depressions and low-lying areas are distributed better.
- Dedicated servers work without markers or menus.
- Ferries react correctly when they meet floodwaters.
- Puddles from other mods are hidden while flooding occurs.
- Water display updates correctly after teleportation, fast travel or joining a multiplayer session late.
- The menu is more compact, and the informational text is improved.
BETA 2
- Water in trailers, barrels and tanks now looks like floodwater, also called rice field water. It sits exactly inside the container’s fill area and sloshes when you start, brake or turn without spilling over the edge.
- Pumping capacity by difficulty: Very Hard 2,000 l, Hard 4,000 l, Medium 8,000 l, Easy 16,000 l per game second for fire department vehicles and pumps; tanks use 500 / 1,000 / 2,000 / 4,000 l/s.
- Reverse pumping direction, Right Shift + Ö, can be rebound however you like. Fire department vehicles and pumps supply unlimited water, while tanks discharge their water. The water then collects in the next depression.
- Self-supplied water is not paid for when you pump it out; contract fields are excluded.
Pumps n' Hoses, water tankers and mods are supported. Every water intake from the floodwater lowers the water level because the game detects the floodwater through its water collision.





