





MapFlood adds dynamic flooding to Farming Simulator 25, and it reacts to the terrain, natural drainage routes and the current weather. This is a beta, so the project is still being developed, optimized and expanded with future updates.
As soon as the map loads, MapFlood checks the terrain, figures out where the water drains and spots the places where it can build up. Heavy rain can fill depressions, valleys and lower sections of roads when the soil has enough moisture. Snowmelt counts here too.
Features
- Runs on every map.
- You can set the flooding intensity and the other available settings individually.
- Get the water out with suitable pumps, hoses, supported vehicles and equipment. That includes fire trucks, tank trailers and anything else that transports liquids.
- All fire trucks are found automatically, whether they are from GIANTS’ official free Emergency DLC or from a mod. They have a pump, and so do all liquid containers, vehicles and trailers.
- Flood missions give you a job to help with flooding and pay you when you complete them successfully.
- Rising water can cover roads, fields and lower areas. When it gets deep enough, traffic is affected too.
- At more than 70% field soil moisture, the matching precipitation and meltwater can add to flooding.
- Terrain-based water buildup and natural drainage routes affect rain and snowmelt.
IMPORTANT: MapFlood is still being built. This first beta is the starting point for a bigger project.
Changelog
- V1.2.5.0
This update matches the current game patch and usesmodDescdescVersion 116. It was tested by the GIANTS test runner without errors. A moderator must review and approve this version before everyone can see it. - V1.1.1.0
The log error is fixed. The Testrunner was forgotten yesterday evening, but everything is clean again now. SORRY. - V1.1.0.0
This version makes flooding more dynamic, more realistic and much better calculated. It brings broad changes to flooding, bodies of water, soil behavior, contracts and settings.Water & FloodingSoil & WeatherContract System
Dynamic contracts start enabled by default.
8 possible contract providers:
Settings
Flood intensities:
Your settings are saved and also carry over to new savegames.
Pumps & Water ExtractionPerformance & Compatibility
- Rivers, lakes and ponds are detected more precisely.
- Clear water and floodwater now transition without visible flickering.
- A body of water only becomes brown where genuine flooding is happening.
- With saturated soil and rainfall, rivers and lakes can overflow their banks separately.
- Shorelines render with finer 2 cm increments.
- There are no more floating water surfaces or unwanted flooding in nearby areas.
- Extra water drains off in a more controlled way.
- Cultivation, compaction, frost, saturation and weather all affect how water enters the soil.
- Every save game gets its own soil variations and moving rain cells.
- Bright sunlight speeds drying up, while cloud cover slows it down.
- Plants have dynamic growth/duration periods, and the factor can be set from x0.1 to x8.
- New save games start out with clear water.
- Municipality
- Local Authority
- Mayor
- Road Maintenance Department
- Fire Department
- Insurance Company
- Water Management Association
- Neighbors
- Different providers bring different rewards and deadlines.
- Duplicate contracts do not appear when the server starts.
- Lockout/cooldown periods are saved.
- Flood damage to fields or buildings under threat can activate extra contracts.
- Each contract provider has a unique face.
- Markers lead you toward water that can be seen.
- Expired contracts disappear right away.
- Additional road-level elevation, from +0.5 to +3 m.
- Additional general elevation, up to +15 m.
- Rainfall intensity, from x0.5 to x5.
- Choose the contract types.
- Mod-specific rain toggle, on/off.
- Manual flood generation, from +1 to +15 m.
- Low: 0.5 m
- Medium: 1.5 m
- High: 3 m
- Very high: 6 m
- Pumping capacity now covers every water source.
- “Pumps n’ Hoses,” firefighting equipment and barrels are supported.
- Empty tanks right into rivers, lakes and ponds.
- When “brown” (dirty) water is discharged, it spreads visibly through the body of water.
- 4x and 16x maps now have improved support.
- 4x maps work with a finer 4-meter grid.
- Depressions (low-lying areas) are distributed better.
- Dedicated servers work without markers or menus.
- Ferries react properly when floodwaters arrive.
- Puddles from other mods are hidden during flooding.
- The water display refreshes correctly after teleportation, fast travel or joining a multiplayer session late.
- The menu takes up less space, and the information text is improved.





