What?
Artificial soils and biolabs should be craftable in the biochamber to benefit from its 50% productivity.Why?
Considering the fact that the biochamber received this stat very late in development, I suspect that the developers simply forgot/didn’t have time to properly adjust the recipe list to this change. If a biochamber can make another biochamber, then cultivating a biolab should also be well within its capabilities. And the soils are just a no-brainer, they would pad out the recipe list nicely. One is a powerful building made of expensive resources, and the other is a floor tile that’s made in bulk quantities. A productivity bonus would be very handy to have for both of these.By the way, I may make a separate post on this later, but why do the soil recipes accept productivity modules? Landfill and concretes don’t, and yet these soils do. They’re definitely not intermediate products, they’re not used in even a single recipe (besides their own telescopic upgrading). Smells like oversight to me…