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Some modules require more tech population to unlock.
http://anno2070.wikia.com/wiki/Laboratory_Modules
Or, as already said, you can buy from NPCs, but if they don't have it in the first few clicks through their lists, it can get expensive! Plus, there's always the possibility that you don't have enough licenses to buy them either.
Apparently though, if you do manage to find one from an NPC the quantity of the resource produced is often better than that supplied by a module built in a lab. But that itself is offset by better items you can later produce in an Academy. :)
Luckily, I still had the save from that last mission of the campaign.
Yes, you're right, there are no Oil Drill Head, or Lobster Farm Baskets modules available in the labs are there! Looks like they used a specially customised version for that mission.
However, fear not. Just build some oil rigs underwater. They are 'infinite' oil fields and you can transport them to where they're needed.
Lobsters; Well looks like NPCs then, or make do with half satisfied Tycoons. ;) Edit: I checked and none of the NPCs has any Lobster replenishment modules available. Although Trenchcoat might have some? Does he appear on this mission? Been a while since I played it.
However, Carbon City on my map still has over 9,000 tons left, and Duplex has about 2,500 tons left in my save and that's fairly late into the game. They appear to be the only islands with Lobsters available.
Keeping the population happy is not important.
And congrats on seeing it through to the end of the campaign. ;)