Skip to content
FSMW
FinalFS25FS Modworks Originalfrom Faber

1Hall4All V2 Director's Cut — Building Pack

Two workshop halls with a moving wash portal — 60 × 44 m and 28 × 20 m.

Version
2.20.4.0
Updated
2026-09-26
Downloads
20
+ video

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

2.20.4.0The wash portal now runs on beam trolleys in two I-beam crane runways and hangs from rods instead of cables. New pipe gantry with T-pieces, bends, clamps, a main valve and stainless steel nozzles. Real steel frame: HEB columns, IPE eaves beams, galvanized purlins and trapezoidal roof sheeting. Normal maps now shade correctly. Fixed: the top row of mist reached through the rear wall, a log warning about the mist emitter, and texture errors on the roof sheeting and clevises. Your Download Key is now also found in the folder the game loads your mods from, for example with the FSG Mod Assistant.
2.19.0.0If the download key is missing, the notice now also appears when a savegame with the halls loads, not only when you place one.
2.18.0.0New store images rendered in Blender, matching the rest of the range.
2.15.0.0Wash mist reworked. Under the roof there was a band almost two metres deep that stayed dry — the top row of nozzles sat too far below the roof skin. It now runs just under the roof and reaches back to the rear wall; the rows beneath it are unchanged.
2.0.0.0Director's Cut: both workshop halls in one package, now with the moving wash portal. The simple halls moved to the free V1 package.
1.0.0.0First release as the XL Pack: two buildings, workshop at the marker, light with an automatic mode, solar roof, demolition from the construction menu.

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.

Related products

Download options

Sign in to see download options

You need TWO files — the mod zip and the Download Key. Both go into the same folder.

Push to your phone or PC. Only new FS25 mods, updates and big news.

Important — please read

Upgrade

The V3 XL hall from the front after the update: a mining dump truck, tractors and trailers under the steel frame, the silo display on the right

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 look

Where 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

Mod tile: a hall in outline with a solar roof, a shower head raining over an excavator, labelled DIRECTORS CUT and 1HALL4ALL V2

In the mod menu

1Hall4All V2 Director's Cut — Building Pack

CreatorFS Modworks / FrittePlayz
CategoryBuildings · Placeables

Tested with

Komatsu PC 8000 with lowloader — driving in and out, workshop, light and demolition all checked in one session (27 Aug).