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FSMW
FinalFS25FS Modworks Originalfrom Faber

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.

Version
3.66.4.0
Updated
2026-09-26
Downloads
24
+ video

What does the 1Hall4All V3 add over the V2 Director's Cut?

V3 adds a glass silo back wall to the workshop hall: the XL hall stores 3,000,000 liters in 6 glass chambers of 500,000 each, the L hall 1,000,000 liters in 4 chambers of 250,000 — tip anything from wheat to paydirt at the front and watch each material rise in its own chamber. Everything from V2 stays in: vehicle workshop, solar roof, moving wash portal.

Capacities

HallChambersPer chamberTotal
FSMW XL Silo 60 - V3 Silo6500,000 l3,000,000 l
FSMW L Silo 28 - V3 Silo4250,000 l1,000,000 l

What it does

The glass silo

The back wall of the hall is a row of glass chambers. The chambers are not tied to fixed materials: whatever you tip at the front — wheat, gravel, paydirt — claims a free chamber, its fill column rises behind the glass, and the display shows a bar per chamber. A material is only accepted while its chamber has room or a free one exists: full is full. Intake and unloading are bound strictly to the hall's own storage — a neighbouring silo cannot intercept your material. The tipping station in front of the hall does both jobs in one lane: tip from the grate, load from the pipe above it — discharge height is 8.18 m, high enough for a BELAZ 75601 (7.61 m) to pull in underneath, not just a standard tipper.

What goes into the silo

The silo takes everything in the game's BULK fill type category — that is the same rule the base game's own farm silo uses. It is not a fixed list: every map and every fill type mod can add its own materials to that category, so a mining map gives you far more than a plain farming map.

Base game (always available): Wheat · Barley · Oat · Canola · Sorghum · Sunflower · Soybean · Maize · Potato · Sugar Beet · Beetroot · Carrot · Parsnip · Rice · Long Grain Rice · Green Bean · Pea · Spinach · Olive · Sugarcane · Wood Chips · Sugar Beet Cut · Silage · Grass · Hay · Straw · Chaff · Forage · Mixed Ration · Pig Food · Mineral Feed · Seeds · Fertilizer · Lime · Manure · Snow · Road Salt · Stone.

From maps and mods (examples from a mining setup): Paydirt · Coal · Gravel · Sand · Iron Ore · Limestone · Asphalt · Concrete · Cement · Dirt · Clay · Stone Powder · Tailings · Crushed Stone · Lithium Ore · Rubble … Anything a mod registers in the BULK category works automatically — nothing needs to be configured in this mod.

What does not go in

Liquids: milk, buffalo milk, water, diesel, DEF. Piece goods: wool, tree saplings, eggs. Logs: wood is not a bulk material.

Pallets: tomatoes, lettuce, strawberries, grapes, egg boxes, wool pallets — greenhouse and production goods live on pallets, not as bulk material.

Bales: straw, silage, hay and chaff go in loose only. There is no bale trigger — a bale will not be accepted even though the loose material is on the list.

Two sizes

The Silo Hall 60 is the XL building: 60 × 44 m, 13 m clearance, 6 chambers × 500,000 liters = 3,000,000 liters. The Silo Hall 28 is the L building: 28 × 20 m, 4 chambers × 250,000 liters = 1,000,000 liters. Both keep the full V2 fit-out — workshop, ceiling lights, solar roof with hourly income, and the moving wash portal.

Both stand on a real steel frame: HEB columns, IPE eaves beams, galvanized purlins and trapezoidal sheeting under the roof.

Changelog

3.66.4.0The 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, including the silo parts, 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.
3.65.0.0If the download key is missing, the notice now also appears when a savegame with the hall loads, not only when you place it.
3.64.0.0Closed an open gap at the sides between the silo end caps and the roof edge, in both the L and the XL hall. The end caps now reach up to the eaves.
3.63.0.0Bigger material chips on the silo panel.
3.62.0.0The panel text is easier to read: the FSMODWORKS mark on the screen is half the size and the fill type names are no longer squeezed.
3.60.0.0Larger text on the silo panel: the fill type name and the amount (such as 123k/500k) are clearly bigger.
3.59.0.0New store images rendered in Blender, matching the rest of the range.
3.56.0.0First release. The wash mist now reaches all the way back to the silo wall — the top row runs to the silo line, the rows below it stay where they were. Standpipe stands clear of the wall with a bolted foot flange, panel and pipe can no longer be walked through, chamber texture matches the round silo. Looking up through the outlet pipe no longer shows the sky: pipes now have an inner skin.

Questions and answers

1Hall4All V3 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.

Do I need 1Hall4All V2 to use the V3?

No. V3 is its own building and contains the full V2 hall — workshop, solar roof, wash portal — plus the glass silo back wall. You place one or the other, not both on the same spot.

How much do the 1Hall4All V3 halls store?

The XL Silo Hall 60 stores 3,000,000 liters in 6 glass chambers of 500,000 each, the L Silo Hall 28 stores 1,000,000 liters in 4 chambers of 250,000. One material per chamber, and the fill column is visible behind the glass — wheat next to paydirt works.

Can I tip tomatoes into the 1Hall4All V3 silo?

No. Tomatoes, lettuce, strawberries and other greenhouse and production goods live on pallets and are not bulk material — the silo only takes the game's BULK category, the same rule as the base game's farm silo.

Can I unload bales at the 1Hall4All V3 silo?

No — straw, silage, hay and chaff go in loose only. There is no bale trigger, so a bale is rejected even though the loose material is on the accepted list.

Where do I get the 1Hall4All V3, and what do I need?

Right here: sign in, and the download options on this page give you the mod zip and your Download Key. Both files go into your mods folder; the key unlocks the hall on the next game start.

Does 1Hall4All V3 Director's Cut work in Farming Simulator 25?

Yes. 1Hall4All V3 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.

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Important — please read

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 outline with solar roof, an excavator, a shower head and three glass silo columns, labelled DIRECTORS CUT and 1HALL4ALL V3

In the mod menu

1Hall4All V3 Director's Cut

CreatorFS Modworks / FrittePlayz
CategoryBuildings · Placeables