I may have misunderstood what you meant. Thought we were talking about Whats a Spoilage exclusively. Are you saying that the Spoiling Plant doesn't generate spoiling recipes for some modded items? If so, that would be because Spoiling Plant only generates recipes for items with spoil_result. That's because the "results" field of a recipe can only hold items, fluids and research progress. Spawning critters in the world or causing explosions is done via spoil_to_trigger_result on the item, which isn't a valid thing you can put in a recipe.
So no way to craft Demolisher Babies, meaning that Whats a Spoilage would have to not remove their spoilage. This can't be done from the other mods - has to be done in Whats a Spoilage, during its process of removing spoilage. So we're back to a list of exclusions that the mod will use to skip recipes for the purposes of spoilage removal. If you're going to ask for that, you want to ask on the Whats a Spoilage discussions page. Like I said - it's not complicated to do as a minimum viable product. Just add a local table like:
local exclude = {["demolisher-egg"] = true}
then wrap the contents of the inner loop inside:
if exclude[item.name] then
<stuff>
end
That way, you can just plug the items you want to not be changed in that list and be done with it. But that would still involve digging through the lua files. If I were doing this to my mod, I'd look into adding a string mod option where players can manually enter item prototype names to be excluded, but that's a bit more work.
Long story short - the author of Whats a Spoilage would need to do that. It's not something I can really do after the fact in a compatibility mod like this.