| Description | Flood (by Mr.Hunter)
Heavy rain and snowmelt make water gather where it would really flow – visible, drivable and pumpable.
WHAT THE MOD DOES
- On first load it surveys the whole map (4 m grid): slopes, runoff paths, hollows, road low points and every body of water without gaps.
- Own soil moisture system (rain, snowmelt, evaporation, infiltration). Above the set field moisture, hollows fill up to their spill height, the rest flows on downhill. Field puddles included.
- Dynamic standing time: deep water, hollows without outlet, wet or frozen ground keep water longer, roads dry faster.
- Clean water: rivers, streams, ponds and waterfalls turn smoothly brown as the flood rises. Flood water never shows under clean water. Only when it rises above it does the flood take over and the clean water is hidden – exactly reversed when it falls. Always just one water surface, no flickering.
- Pump out with every liquid tank, with fire brigade (Emergency Pack) and pumps (Pumps n' Hoses) by hose up to 25 m, also on foot. Reverse pump direction (Right Shift + Ö) = let water in.
- Flood contracts in 4 difficulties. Only water really pumped out is paid, plus a base fee.
- Crop destruction: crops die after 12 game hours under water (adjustable 1.2–96 h) and must be ploughed.
- Traffic (AverageTraffic) stops at flooded roads. Water in tanks looks like water and sloshes.
- Multiplayer: the server calculates, everyone sees the same at the same time.
SETTINGS (Right Shift + Ä)
Mod on/off, strength, puddles, pumping, contracts, jobs, texts, flood from field moisture, drainage, pump rate, water in tank, pumped water, crop destruction, crops die after.
Changelog 1.2.5.0
- Updated for the current game patch (modDesc descVersion 116), checked without errors by the GIANTS test runner.
Changelog 1.1.1.0
- Depth limit now applies everywhere from the lowest point of the water surface: road zones above lower villages, merged hollows and rivers (no land behind levees) never get deeper than strength + extra height.
- No more floating water layers: rivers/lakes no longer follow a descending stream into the valley, shore edges no longer hang over lower terrain, neighbouring basins behind ridges are no longer flooded along.
- Code check (GIANTS test runner): errors are no longer caught and hidden but shown directly in the log.
Changelog 1.1.0.0
- Water bodies are detected without gaps (every grid cell and corner): no more brown water in river beds under clean water.
- Clean water and flood switch cleanly (cut-out, switching threshold against flicker, invisible rebuild swapped in one frame) – also on large rivers.
- Smooth brown tint of rivers, waterfalls and ponds.
- Dynamic standing time; crops die correspondingly sooner (default 12 h, new steps x0.1 to x8).
- More compact menu, info texts at the top centre of the screen.
- Contracts (on by default, can be switched off in the menu) are dynamic: 8 clients from municipality, city council and mayor to road depot, fire brigade, insurance, water board and neighbours – each with its own bonus and deadline, reshuffled every session (classic optional). No more duplicate contracts on server start, cooldowns are saved.
- Dead crops on other farmers' fields bring new ploughing contracts.
- New in the menu: extra water level at roads (+0.5 to +3 m), rain amount (x0.5 to x5), contract style. Settings are saved and applied to new savegames (single and multiplayer).
- Sun dries fields faster, clouds slower.
- 4x and 16x maps: finer grid (4 m on 4x) and the same number of hollows per area – no more patchy flooding. Dedicated server without map markers/menus.
- Rivers stay clean: large water bodies only turn brown as far as their area is really flooded. Finer switching steps (2 cm) against edges at the bank.
- The pump rate applies to every water intake from rivers, lakes and floods – including Pumps n' Hoses, fire brigade and tankers.
- Contract markers always point to visible water. Expired contracts disappear from the list and map at once, only then does the water drain. Every client has a face, threatened buildings (e.g. petrol station, factory) place contracts themselves.
- Ferries do not run with flooding nearby. Puddles of other mods are hidden under flood water. Starts only after the map has fully loaded. Menu: explanations at the bottom in normal font size.
- Tanks can be emptied into rivers, lakes and ponds: the litre counter runs along, the brown water drifts and slowly dissolves into the water body.
- Soil per location: tillage, compaction, frost, saturation and weather decide how fast water soaks in or stands. Every savegame has its own soil differences and moving rain cells – no two flood courses are alike. New savegames start with clean water.
- Water search error fixed, ferry lock works reliably, the wave image updates when you arrive.
- Rivers and lakes rise by themselves: with rain on saturated soil they burst their banks, flood the surroundings, turn brown (clean water is hidden when flooded) and become clean again afterwards. Hollows next to water never stand higher than its surface, river beds do not count towards contract volume.
- New in the menu: rain (mod) on/off, generate flood (+1 to +15 m, smooth) and extra water level up to +15 m.
- Contract markers show name and "Visit" when clicked, like all other markers. Water under buildings (ramps, halls, bridges) no longer counts: depth and marker refer to the visible spot, and on acceptance the water is exactly at the described level.
- Strengths clearly staggered: low 0.5 m, medium 1.5 m, high 3 m, very high 6 m (roads, hollows and rivers) plus extra height – hollows no longer fill beyond this limit, the rest drains away.
- Refresh button in the menu plus automatic watchdog: after teleport, fast travel or late joining the display is refreshed at once without changing the levels.
Recommended (optional): "Visual Mud Tracks" and "Realistic Water & Soil Management" by Sherman.
First load: a few seconds of map calculation in the background. Console: mfSetFlood, mfZones, mfAddRain, mfReset, mfDebug.
Re-uploading, modifications and the use of own mod components are only permitted with the express permission of MrHunter0815.
Content of GIANTS Software and other rights holders is subject to their terms. |