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Open Races menu
-> Look for the Mech to correct the job type, "Oceanus" for me
-> Open it, then open Race properties (top of the menu)
-> Bottom of Race properties -> Mech work types -> click "+" to add an option, select Fishing
-> Reload, done, enjoy :)
Here's the link to my mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3537406944
With that the jobs will be separated and slaves will still be able to fish, but non-violent pawns will not be.
Thank you CADmonkey
In my case, the issue occurred while the AI Manager was handling the management tasks, with both mods active. The manager didn’t properly update the hunting job. I suspect it’s similar to what happens when you add a new job mid-game — all the pawns’ job schedules get scrambled.
I installed the fishing mod after the AI Manager was already set up. I tried removing and reinstalling the AI Manager to refresh the job logic, but it didn’t help. The manager only started working again after I disabled your mod.
I don’t think the issue is on your end — it’s probably more related to Colony Manager Redux — but I figured it was worth mentioning in case it helps with compatibility insights :)
I'm not familiar with Colony Manager Redux so not sure what the intended behavior is, but from some brief testing I see hunting jobs getting toggled correctly with both mods enabled. I'm not sure if CMR has support for fishing at all, as even on its own it does not seem to toggle fishing zones when a hunting job is full, but I'm not familiar with the mod so may be missing something.
Let me know if you need any more help with that, or if you give me the translation text I could throw together the translation mod.
@MsKarMagik I hadn't used Vanilla Fishing Expanded, but I just ran a quick test with it and it looks to work as expected. Let me know if you encounter any issues.