oh I'm looking at api for how you controll which machine you can make something and you can't really specify a machine you need to specify a category, I think you can iterate through all recipe in data fix final, and if it makes a science pack (tool) and it's from a category which is only crafting in assembly you change it's category to add nuclear forge to create them.
I'm not sure 100% I'm still learning to make mods.
Not all tools are science packs. The repair tool, for example. A tool is an item with durability.
But you could do a reasonable guess at matching by iterating through tools and matching only those with names ending in "-science-pack".
You could also inspect the assembling machine prototypes to get a list of what categories they can craft after mods have done their changes. But you'd still need to filter out categories that are specific to other planets. In base space age that's crafting-with-fluid-or-metallurgy, cryogenics-or-assembling, electronics-or-assembling, metallurgy-or-assembling, organic-or-assembling. But other mods can, and do, add to that list.
Or you could just only match science packs with the categories: advanced-crafting, basic-crafting, crafting, crafting-with-fluid (though the atom forge at the moment can't have fluid inputs, so not that). But there's no guarantee that another mod hasn't added categories only for assembling machines, or co-opted the existing categories for a planet's science.
You could do something like merging both approaches: check the assembling machine prototypes and take a list of their crafting categories, then check every other machine and remove categories from the list if they're present. Then use that list to filter "-science-pack" tools. But this assumes a mod isn't added additional assembling machine tiers.
Whatever way you do it is going to require manual intervention to support at least some subset of other mods. Given that, it's much better for my sanity to just manually provide compatibility for other mods instead of having to maintain a nightmare multilayered searching and filtering algorithm.
At the moment, the plan is support to Plutonium Energy (implemented). And maybe Schall Uranium Processing + Radioactive Waste and Bluetonium + Bluetonium Fusion if they're feasible. Plus other mods users request. That list will probably expand to the popular additional planet mods, if there are easy fixes I can do to make things work without compromising this mod's design goals.
If a mod adds a science pack that isn't a planet-specific pack, the best way to get this mod to support it is request it.