I haven't touched anything to do with recipes and I'd like to keep it that way, since that's how it is in vanilla Space Age.
I would feel weird making only one exception, and I don't want the door to be opened for other recipe changes.
It's also not as simple as just allowing a recipe to be crafted in a specific machine, because of the way recipe categories work.
Recipe categories are a layer between recipes and crafting machines that make it a lot easier to manage which machines can craft which recipe.
Right now, the nutrients-from-spoilage recipe is in the "organic-or-assembling" category, which both the biochamber and assembler 2/3 can craft.
Simply adding "organic-or-assembling" to the assembler 1 would mean it would also be allowed to craft biochambers, nutrients from fish, nutrients from biter eggs, etc. and I don't want to have to make a whole new category just for this one recipe.
That being said, you do get access to biochambers very early on, so you can use those to automate the recipe, and once you get to automation 2 you can fully automate a cold start, which I think is fair.