Didn't notice there was a dropdown for types of discussions, so it was put in general on accident.
This is all assuming you have evolution enabled and a time factor greater than 0.
When starting on Nauvis without this mod (or any alternate planet start), the evolution factor for Gleba is frozen at 0 until either the player starts traveling toward it or lands on it for the 1st time (I am not sure which one it is).
If starting on any planet other than Nauvis, the evolution factor for Nauvis keeps going as if you started there.
I think the evolution factor for Nauvis should stay at 0 if you started on any other planet, and only start once you either travel toward or land on Nauvis for the first time (whichever matches vanilla behavior).
I only tried starting on Vulcanus. Haven't left Vulcanus yet (not even robots researched, let alone the rocket silo). Learned it by looking in the factoriopedia at the entries for spawners.
As for mods, these 2 screenshots would tell you:
https://steamcommunity.com/sharedfiles/filedetails/?id=3598465400
https://steamcommunity.com/sharedfiles/filedetails/?id=3598465553
If it has to do with edits to the spawners, the water turret mod might be the culprit (due to an option to make the spawners and egg rafts immune to water and fire extinguishers). Here is the mod portal page: https://mods.factorio.com/mod/WaterTurret-revived