





MapFlood introduces dynamic flooding to Farming Simulator 25, with rising water levels caused by heavy rain and snowmelt, terrain-dependent water accumulation, and flooded roads.
MapFlood is a BETA version and is still in development.
Features
- For every map, MapFlood analyzes the terrain when the map loads, calculates drainage directions, and identifies places where water can accumulate.
- During heavy rain and with sufficient soil moisture, water accumulates in depressions, valleys, and lower-lying sections of roads. Snowmelt is also taken into account.
- The intensity of the flooding and the other available settings can be adjusted to suit your playstyle.
- Floodwater can be pumped out with suitable pumps, hoses, and supported vehicles and equipment such as fire trucks, tank trailers, and anything else that can transport liquids.
- All fire trucks are detected automatically, regardless of whether they come from Giants’ official free Emergency DLC or from a mod, and are equipped with a pump, as are all liquid containers, vehicles, and trailers.
- Flood missions allow you to help with floods and earn money by successfully completing missions.
- Rising water can flood roads, fields, and lower-lying areas and affect traffic when the water is deep enough.
- When the soil moisture of the fields exceeds 70%, the corresponding precipitation and meltwater can contribute to flooding.
Changelog
V1.1.0.0
Greater dynamism, increased realism, and significantly improved water calculations. Version 1.1.0.0 features comprehensive revisions to flooding, bodies of water, soil behavior, contracts, and settings.
Water & Flooding
- Rivers, lakes, and ponds are detected with greater precision.
- Transitions between clear water and floodwater occur without any visible flickering.
- Bodies of water only turn brown in areas where actual flooding occurs.
- Rivers and lakes can overflow their banks independently during rainfall when the soil is saturated.
- Finer 2 cm increments improve the rendering of shorelines.
- No more floating water surfaces or unintended flooding of adjacent areas.
- Excess water drains away in a more controlled manner.
Soil & Weather
- Soil cultivation, compaction, frost, saturation, and weather conditions all influence water infiltration.
- Each save game features unique soil variations and moving rain cells.
- Sunlight accelerates drying, while cloud cover slows it down.
- Dynamic growth/duration periods for plants, with an adjustable factor ranging from x0.1 to x8.
- New save games begin with clear water.
Contract System
- Dynamic contracts are enabled by default.
- There are 8 potential contract providers: Municipality, Local Authority, Mayor, Road Maintenance Department, Fire Department, Insurance Company, Water Management Association, and Neighbors.
- Each provider offers distinct rewards and deadlines.
- No duplicate contracts upon server startup.
- Saved lockout/cooldown periods.
- Additional contracts triggered by damaged fields or threatened buildings.
- Unique faces for contract providers.
- Markers point toward visible water.
- Expired contracts are removed immediately.
Settings
- Additional road-level elevation (+0.5 to +3 m).
- General additional elevation (up to +15 m).
- Rainfall intensity (x0.5 to x5).
- Selectable contract types.
- Mod-specific rain toggle (on/off).
- Manual flood generation (+1 to +15 m).
- Flood intensities: Low: 0.5 m, Medium: 1.5 m, High: 3 m, Very high: 6 m.
- Settings are saved and applied to new savegames as well.
Pumps & Water Extraction
- Pumping capacity now applies to all water sources.
- Support for “Pumps n’ Hoses,” firefighting equipment, and barrels.
- Tanks can be emptied directly into rivers, lakes, and ponds.
- Discharged “brown” (dirty) water spreads visibly within the body of water.
Performance & Compatibility
- Improved support for 4x and 16x maps.
- 4x maps utilize a finer 4-meter grid.
- Better distribution of depressions (low-lying areas).
- Dedicated server support (without markers or menus).
- Ferries react correctly to floodwaters.
- Puddles from other mods are hidden when flooding occurs.
- Water display updates correctly after teleportation, fast travel, or joining a multiplayer session late.
- More compact menu and improved informational text.
BETA 2
- Water in trailers, barrels, and tanks now looks like floodwater (rice field water), sits exactly within the container’s fill area, and sloshes when starting, braking, and turning, 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 (fire department/pumps); tanks 500 / 1,000 / 2,000 / 4,000 l/s.
- Reverse pumping direction (Right Shift + Ö, freely rebindable): fire department vehicles and pumps supply unlimited water, while tanks discharge their water. It collects in the next depression. Self-supplied water is not paid for when pumped out; contract fields are excluded.
- Pumps n’ Hoses, water tanker, and mods: Every water intake from the floodwater now lowers the water level. The game detects the floodwater through its water collision.





