





MapFlood introduces dynamic flooding to Farming Simulator 25, adapting to terrain, natural drainage routes and weather conditions. This beta version is still in development and is continuously being optimized and expanded through future updates.
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 can accumulate in depressions, valleys and lower-lying sections of roads, with snowmelt also taken into account.
Features
- Works on every map.
- Flooding intensity and other available settings can be adjusted individually.
- Water can be pumped out using suitable pumps, hoses, supported vehicles and equipment, including fire trucks, tank trailers and anything else that can transport liquids.
- All fire trucks are detected automatically, 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.
- Rain and snowmelt are affected by terrain-dependent water accumulation and natural drainage routes.
IMPORTANT: MapFlood is still in development. This first beta is the beginning of a larger project.
Changelog
- V1.2.5.0
Adapted to the current game patch,modDescdescVersion 116, and tested by the GIANTS test runner without errors. This version must first be reviewed and approved by a moderator before it becomes visible to all users. - V1.1.1.0
Log error fixed. The Testrunner was forgotten yesterday evening; it is clean again now. SORRY. - 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 & FloodingSoil & WeatherContract System
Dynamic contracts are enabled by default.
8 potential contract providers:
Settings
Flood intensities:
Settings are saved and applied to new savegames as well.
Pumps & Water ExtractionPerformance & Compatibility
- 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 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.
- Municipality
- Local Authority
- Mayor
- Road Maintenance Department
- Fire Department
- Insurance Company
- Water Management Association
- 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.
- 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.
- Low: 0.5 m
- Medium: 1.5 m
- High: 3 m
- Very high: 6 m
- 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.
- 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.





