Move one supported building
- Prepare a recovery copy. Follow the save backup steps and activate the correct mod. Record the station's line assignments and terminal choices so you can compare after moving.
- Open Roads → Tools → Simply Relocate. Select Move, then click the building to pick it up.
- Position the ghost. Use normal rotation and road snapping. Check its usable road connection, collision feedback and any affected neighboring buildings before accepting the position.
- Place and finish the move. Click to place, then confirm removal of the original if prompted. Escape or right-click cancels. Finish or cancel before saving or quitting: pickup recovery is held in memory.
- Inspect the replacement before keeping the result. Check each affected line and terminal, then follow a vehicle through arrival, service and departure. Preserve the original backup until the moved facility works.
Move, copy and stored resources
Move preserves line assignments, matching terminals, layouts and specializations. Copy / Paste keeps the original and creates an unassigned copy. Waiting station cargo and passengers are not captured.
Depots must have no parked or incoming vehicles. Warehouse Force Delete Resources defaults Off, blocking a move with stock. Turning it On permanently discards the stock; the replacement is empty. A copy leaves the original stock intact.
For a first attempt, use an empty facility where practical and keep the resource-deletion option off. A successful placement is not evidence that stored goods or waiting passengers transferred. Compare the stock and service state explicitly; do not treat deleting inventory as a paid delivery.
An overlapping original blocks the new position?
Remove Original on Pickup defaults Off. Enabling it requires empty storage and a restorable road connection. Escape restores an unplaced pickup. Complete or cancel it before saving or quitting.
This is an optional placement setting, not a promise to fix every collision. If the preview or warning remains wrong, cancel and inspect the original before trying another location. Preserve the backup instead of repeatedly changing settings on the only copy of the world.
On a controller, follow the contextual prompts; Options focuses settings and Back returns to placement. Keep only one installed copy of the mod, and retain it in saves that use it.
How to tell the relocation worked
The supported building is in the intended position, the expected original or copy remains, and all affected services can still reach their assigned terminals. Observe actual loading or boarding and the next departure. Check a further trip before saving the accepted result under a new name.
If you used Copy / Paste, configure the new facility's lines deliberately; seeing the building on the map is not a completed transport service. If a catchment changed, recheck the actual walking route or cargo access rather than relying on the old station's coverage.
If pickup, placement or the route fails
- Clicking does nothing: compare the building type with the supported list and verify that the mod is active in this world. A rail station is outside this guide's scope, even when a nearby road stop can move.
- A warehouse or depot refuses: inspect inventory and vehicle state before changing options. Do not use resource deletion merely to discover whether a stocked warehouse can be selected.
- A move creates a warning: read it and inspect whether the original is still present. Cancel the pending move before saving or quitting; use the preserved save if the resulting state is unclear.
- The moved facility has no usable service: check line terminals, approach roads and route continuity. For a cargo receiver, use the warehouse handoff checks.
- You need to bend roads or tracks: use the separate Move It geometry guide. Changing a road's shape and relocating a building are different operations.
Infrastructure
Official pre-release base-game context. This video does not demonstrate Simply Relocate or prove a modded move succeeded.
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