Any floating point issue has exactly at least one - and often only that specific one - resolution:
Do not encounter the floating point issue.
In this case, you can probably do so by utilizing world origin shifting and forcing the origin to shift back to 0,0,0 after it exceeds about 250m on x or y.
Just so you know beforehand (this is really more for the avarage forum troll and troll-moderator who do not understand or care at all what floating point precision even is):
Wanting for “things to just work” would only serve to highlight the fact that one does not understand what a floating point precision error is.
Things will never “just work”.
Make them work. By shifting origin in this case.