What is in the 1Hall4All V2 Director's Cut?
Two workshop halls with a wash portal that travels: the Workshop Hall 60 at 60 × 44 m with 13 m to the eaves, and the Workshop Hall 28 at 28 × 20 m. One pass of the portal takes about 30 seconds, and there is 14.21 m of clearance underneath it in the middle of the big hall.
Find it in the in-game shop as
- FSMW XL Wash Hall 60 - V2 Workshop
- FSMW L Wash Hall 28 - V2 Workshop
What it does
The two halls
The Workshop Hall 60 measures 60 × 44 m and costs 165,000. It carries 13 m to the eaves and 16 m at the ridge, so the PC 8000 drives in standing up and a lowloader still fits beside it.
The Workshop Hall 28 is the same building at 28 × 20 m for 55,000 — for yards where the big one would swallow half the map.
Both stand on a real steel frame: HEB columns, IPE eaves beams, galvanized purlins and trapezoidal sheeting under the roof.
The wash portal
The portal runs on beam trolleys in two I-beam crane runways, hangs from rods and moves along the hall while it washes. That is the whole point: a fixed nozzle cleans the spot it points at, a moving portal covers the machine. One pass takes about 30 seconds.
Underneath it in the middle of the big hall there is 14.21 m of clearance, in the small one 6.71 m. The panel on the plinth switches between READY and CLEANING so you can see what the hall is doing from outside.
The water comes through a pipe gantry with T-pieces, bends, clamps, a main valve and stainless steel nozzles.
Workshop, light and solar
The workshop repairs and sells at the tool marker under the roof. Light is switched at the site distribution box on the corner — on, off, or automatic at dusk.
The solar roof earns 3,828 $ an hour on the Hall 60 and 703 $ on the Hall 28. It arrives as a single "property income" item, not per building. Walls and roof carry real collision: what is too tall does not fit.
If a spot stays blocked
Removing a mod can leave a collision stamp behind on the map — the object is gone, but the ground still says occupied. The console command fsmwFixArea clears that for the area around you.
Everything here is our own geometry, generated from our own scripts. We say it plainly, because it is the reason we may hand this out at all.
Changelog
Questions and answers
1Hall4All V2 Director's Cut: I use FSG Mod Assistant or several mod folders. Where does the key file go?
Put the key file (.xml) once into Documents/My Games/FarmingSimulator2025/modSettings/FSMW/ (create the FSMW folder yourself). It then works for every mod folder, even when FSG Mod Assistant switches folders. If the key file sits in your mods folder, FSG Mod Assistant lists it as "Not a mod". That is normal, please don't delete it.
Does the PC 8000 really fit inside the 1Hall4All V2?
Yes — that is what the height was chosen for: 13 m to the eaves on a 60 × 44 m footprint, 16 m at the ridge. It drives in standing up, with room for a lowloader next to it. Under the wash portal in the middle there is 14.21 m of clearance; on the Workshop Hall 28 it is 6.71 m.
What does the 1Hall4All V2 wash portal actually do?
It travels. The portal runs on beam trolleys in two I-beam crane runways, hangs from rods and moves along the hall while it washes, so the mist covers the whole machine instead of one spot. One pass takes about 30 seconds.
What is the difference between 1Hall4All V2 and the free V1 package?
V1 has the two open shelters with a solar roof and light. The Director's Cut has the two workshop halls: the same buildings plus a workshop at the tool marker and the moving wash portal.
Do I need TerraFarm or Mining Layers for the 1Hall4All V2?
No. This is a building and it stands on its own. Our mining mods are not a requirement — install it next to whatever you already run.
Is the 1Hall4All V2 someone else's model rebuilt?
No. The geometry is our own, generated procedurally from our own scripts. We say it plainly because it is the reason we may hand this out at all.
How do I switch the light in the 1Hall4All V2?
At the site distribution box on the corner of the plinth. On, off, or automatic — the automatic mode turns it on at dusk and off again in the morning.
Does 1Hall4All V2 Director's Cut work in Farming Simulator 25?
Yes. 1Hall4All V2 Director's Cut is built for Farming Simulator 25 (FS25), and that is the game it runs in.
Download options
You need TWO files — the mod zip and the Download Key. Both go into the same folder.
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Important — please read
- Terms and conditions
The terms under which you may use and pass on this mod.
Upgrade

1Hall4All V3 Director's Cut
The workshop hall with a glass silo back wall — every material rises visibly in its own chamber, from wheat to paydirt.
Take a lookWhere does the Download Key go?
Put the downloaded .xml file into your mods folder — the same folder your mod zips live in (Documents/My Games/FarmingSimulator2025/mods). On the next game start the mod picks it up and stores it permanently under modSettings/FSMW/, where it survives every mod update. Nothing to type, nothing to rename.
You can also put the file straight into modSettings/FSMW/ — you will have to create that folder yourself.
Why at all: the key ties your copy to your account, so a re-upload can be traced back. Part of the code in the zip is encrypted for the same reason — the gameplay logic. Not a program, no .exe, no internet access. More in the FAQ
In the mod menu
1Hall4All V2 Director's Cut — Building Pack
Tested with
Komatsu PC 8000 with lowloader — driving in and out, workshop, light and demolition all checked in one session (27 Aug).
