Just as it says in the title. Tested this by having an inserter transferring each regular quality space age spoilable from a requester depot to a supply depot in a loop. Then a legendary quality version of that spoilable in a nearby chest. the regular quality iron and copper bacteria never spoiled (1 minute spoil timer) even after the legendary fish (5 hours 14minutes 35 seconds spoil timer) had already spoiled.
I understand that making this mod work right with spoilables would likely take a lot of work (likely involving a proxy inventory for each drone) but not generating requester recipes for spoilables would fix the cheaty aspect of the current behavior and should be much simpler. The relevant properities that label an item as spoilable are ItemPrototype.spoil_ticks (I think every spoilable will have this), ItemPrototype.spoil_result (every item that spoils into an item should have this), ItemPrototype.spoil_to_trigger_result (spoilables that trigger enemy spawns and other effects have this).