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BEAMNG DEVS PLEASE MAKE THE BUILDINGS IN THE MAPS ENTERABLE!

Discussion in 'General Discussion' started by ChernobylLover, Sep 21, 2025.

  1. ChernobylLover

    ChernobylLover
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    The maps buildings in beamNG aren't enterable please deves make that happen it would be more realistic!
     
    #1 ChernobylLover, Sep 21, 2025
    Last edited: Sep 21, 2025
  2. Miki88

    Miki88
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    in driving sandbox game? Why this not works in Forza o_O
     
    • Agree Agree x 1
  3. ChernobylLover

    ChernobylLover
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    Well It could be better at role playing especially with BeamNG 0.37 new updates with Spike props! Could be better at role playing as a police officer ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯
     
  4. ChernobylLover

    ChernobylLover
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    And I think that just having the cars be enterable and the buildings just be static and not enterable just doesn't make sense
     
  5. CrashHavenBNG

    CrashHavenBNG
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    There are some enterable buildings on west coast. Would be nice to have more.
     
  6. ChernobylLover

    ChernobylLover
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    And I think the BeamNG devs are also leaving map changes behind
     
    • Agree Agree x 1
  7. Ananel81

    Ananel81
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    I don't see the point of letting players enter a building in a game where you drive a car. To my knowledge, a car don't fit in a door neither in a room.
    And in case you don't know there are a few buildings you can enter in on West Coast. There are a few others maps that let you do this like Car Jump Arena and Car Jump Arena NG (this last one is the only map on BeamNG where every single building has an interior, you might like this).
     
    • Agree Agree x 1
  8. ChernobylLover

    ChernobylLover
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    So? There garages and parking spaces at most buildings
     
    #8 ChernobylLover, Sep 23, 2025
    Last edited: Sep 24, 2025
  9. Occam's Razer

    Occam's Razer
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    I hate to agree with any argument written in all caps, but I have wanted to see more accessible buildings for some time. Right now, the biggest thing BeamNG is missing, IMO, is an actual use for the walking mode: the node grabber lacks the finesse to allow for comfortable carrying and precise manipulation of cargo and objects, and exploration-wise, there just aren't many places that a walking character can go that a car can't. I don't think there need to be hundreds of buildings with interiors in each map, but I think 1-3 per would be enough to flesh out the world.
     
    • Agree Agree x 7
  10. Ananel81

    Ananel81
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    The walking mode actually has an use.
    For example, the truck trailers or other accessories have keybinds to do different things. But if you want to do it roleplay, you can enter in walking mode, and then clicking manually on the control panel. It would be great for career mode if devs don't let you use others camera, because it's almost cheating, you need to be only in driver cam and if you want to know how it is outside you need to look at your mirrors or go outside with walking mode.
    It can also be used to its initial task, walking outside, without rushing at 200 km/h. I agree that sometimes it gets stuck in weird places, but when it does not happen it can be useful to get into narrow places. I can see that MysteryMan wanted to do a roleplay map for multiplayer with Car Jump Arena NG, because you can enter in every single building with the walking mode (which is one of the only maps in BeamNG that let you do that).
     
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  11. Occam's Razer

    Occam's Razer
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    I don't know that roleplay really counts, for practical purposes. Don't get me wrong, I respect roleplay in BeamNG—I'm guilty of doing it myself from time to time—but it's the gameplay equivalent of giving a child a box of wooden blocks: they'll absolutely have fun with it, but they're the one who is going to be doing the work. So, yes, until the devs make it impossible to click triggers on non-driver accessible features outside of walking mode (at least under competitive conditions), I'd still argue that walking mode has no purpose with respect to gameplay. Or worse yet, it almost has a purpose.

    Also, and this is probably something that bothers me and me alone, it bugs me that the regular nodegrabber (the one that can rip cars clean in half) shares the same input channel as the walking mode nodegrabber (the one that has trouble moving a sofa). It means that even if you create a custom scenario/mission where you need to handle something in person, you can't give the player the ability to grab objects while on foot, without also giving the player god-like abilities while they're behind the wheel. Trust me, I've tried: Flowgraph won't let you toggle an input channel between the blacklist and whitelist repeatedly. Again, this is a just-me problem, but it still irks me to no end.
     
    • Agree Agree x 1
  12. hamster081

    hamster081
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    Johnson valley map - settlement you can can ento the hous
     
  13. CrashHavenBNG

    CrashHavenBNG
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    You can?
     
  14. SnowyPuppy

    SnowyPuppy
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    I kinda see what you're getting at! I can imagine you just parking to go in and start / finish some kind of objective. Even if not an "actual" objective, having actual locations to drive to in your own roleplays would make it more interesting to drive somewhere even if there's not a lot to do inside.
     
  15. PilotMasterNavy

    PilotMasterNavy
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    this would be a great update, that and possibly destructible stuff like signs and lampposts
     
  16. CrashHavenBNG

    CrashHavenBNG
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    Honestly it would be so cool to have more buildings to enter. Theres still a decent amount of buildings/walking paths you can enter. All the train stations on West Coast can be explored on foot. As everyone knows you can enter the police station. The garages in career mode also have rooms you can enter. Theres lots of warehouses you can enter. This is a bug, but the gas station on Spearleaf Island in West Coast, you can enter it through the side door.
     
    • Agree Agree x 1
  17. PilotMasterNavy

    PilotMasterNavy
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    And hopefully not only just enter but it will have 3d models of stuff inside and not the 2d sprites
     
    • Agree Agree x 1
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