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I found that converting a ship's AI to fishing instead of importing the model as a fishing boat changes it to "Cruising" instead of loading fish, which is perfect for the naval assets I've been tweaking.
But a blank fishing harbor with the front placed further from the boat spawn points is possible.
I'll check that again later today :)
But what i meant is the building itself and the block - and its size and so on. It's not just a simple copy of the DLC Harbor asset (it's a huge asset for a small village) where the back of the building (and in this case the service block) is far, deep in land, from the shore line.
That yachts have their fish resource removed (if they actually have it removed because they run around collecting it) for the purpose of it being a tourist resort of some sort, not a fishing port - nevrtheless i'm using them as fishing boats and a port at the moment :)
:)
So there is much more imagination in it :)
Maybe start simply changing those huge DLC harbours and markets into some smaller buildings like fishing docks that you used before. And any medieval market to deliver fish there.
That may give you some ideas how to deal with your whole district collection.
Fish resource seems to be bugged as an output, so warehouses will take in Fish but never ship it out. Fish hatcheries are buggy, seems to work within 4 tiles of water only since fish farms are only supposed to be built on shoreline. But Fish works as an input resource for industries processors or factories so I've got several options in the works.
But we are happy that you getting closer to finish your farms :)