The majority of items are different (not 100%, but maybe 90%), so most recipes would not just work. Most vanilla items and techs could reasonably be mapped to a Nullius equivalent, but it would be a significant amount of data entry to set up. Some Nullius things (e.g. copper) are way higher on the tech tree which might put things out of reach until the end game that were intended to be cheaper, so there would need to be some adjustments. The crafting machines are mostly different, broken up into different crafting categories than vanilla, so the recipes would need to have their crafting category adapted to something that makes sense for Nullius, and in some cases an auto-conversion could get awkward for various reasons. Even the item groups are different so the crafting menu is likely to get messed up with out of place recipes.
Another big problem is that it's hard to distinguish the vanilla techs that are supposed to be disabled by Nullius from mods that we'd want to be included. Also all the angelbob recipes from prereq mods are meant to be disabled. So there may have to be a big blacklist of all the vanilla or prereq techs to disable those but not other mods, and that list would be hard to maintain any time any of those other mods change a tech.
It would be nice to be able to set it up so that other mods could seamlessly integrate, but it seems like there are enough difficult problems to overcome that it's going to require finessing them on a case by case basis. I may try to do a compatibility layer for some of the more popular mods, but there's no way to get them all, and some of the mods that introduce lots of new recipes seem like a lost cause unless someone wants it enough to put some time in. Nullius was designed to rework a lot of vanilla stuff which makes it a more unified design, but the major downside is a near total lack of out-of-the-box interoperability with other mod techs/recipes, and it's not trivial to solve.