Suppose I should throw this tool I've been working on a for while out there:
https://github.com/agaricusb/ModAnalyzer
It may be somewhat more difficult to setup (requires Python, but if you've setup Forge for development you already have Python) and to use, but its design has some interesting advantages.
Basically, it works by first analyzing each mod in isolation. You place all the mods you want to use in the "allmods" directory, run the modanalyzer script, then it quickly iterates over each, runs a temporary Minecraft instance, and injects an analyzer mod to dump the "contents" of the mod under analysis.
Then you can run modlist, and it will show you a list of all the contents of all the mods, per identifier. This includes not only the usual blocks and item IDs, but also biomes, enchantments, and even crafting recipes (first tool I'm aware of to identify these other types of conflicts, though hopefully not the last). You can import this list into a spreadsheet to see all of the assigned IDs and then move them around by hand if you'd like.
Haven't seen the
item reporter Perl script before, though it does look quite nifty, this is a possible real problem:
In contrast since ModAnalyzer dynamically analyzes the mods, starting them up and then dumping their IDs after they've loaded, it guarantees you'll get the real IDs. It will even dump IDs not in the configuration files (some mods do not offer configurable item IDs, for example, so conflicts can be cumbersome to identify and resolve otherwise). Not Enough Items' ID dumps can also be used for a similar purpose, but ModAnalyzer is fully automated.
MA can automate this tedious task for you. In addition to saving a 'mod analysis dump', it'll also stashes the defaults configs for each mod. Usually I take the default config, check it into version control, then make my conflict resolution changes.
However I've also included an experimental automatic resolution script. Run modresolve, then it'll edit the configs picking the next free IDs, trying to resolve the conflicts. Not all conflicts can be resolved automatically, since some mods have unrecognizable config file formats. But I do handle the aforementioned case of "unshifted" (or "shifted", I always forget which is which) IDs in the config file, by special-casing mods with this behavior:
If anyone knows of any other mods to list here, let me know or better yet feel free to submit a pull request to ModAnalyzer on GitHub. I've had to add a fair amount of mod-specific compatibility since some mods have errors in their mcmod.info which prevent proper analysis or otherwise require special handling. But all in all, it works fairly well in my experience.
So in summary, MA can be a great help in getting tons of mods to play nice together. I've been personally using it for a while now (about a month), though mainly for the analysis and config generation rather than automatic resolution, so I can assign IDs in contiguous ranges (MA does support matching IDs from existing configs using NEI item dumps, but it is not 100% since some modders change their item names between versions so they can't be reliably matched up). Got tired of the whole "load up all your mods, wait forever, watch it crash and burn, fix and repeat" brute-force trial-and-error approach, wanted to make something easier; not perfect but this is what I've came up with. Also unlike IDResolver it doesn't load while you're playing the game so it should avoid some of the compatibility problems mentioned above.
With the help of ModAnalyzer I was able to get 100+ mods to work together without much effort. Hopefully someone else will find it useful as I have.