Artifacts guide for All the Mons 0.3.0-beta to 1.2.0

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What is Artifacts?

1 part

Artifacts is all about making exploration pay off. It adds powerful wearable treasure items that you can't craft, so you have to go out and find them. This pack includes version 13.2.1 of the mod.[1][2]

You can find artifacts in chests in vanilla structures and through archaeology. Very rarely, you'll see one worn by an entity. The mod also adds an underground campsite structure. Mimics sometimes spawn there instead of a chest and attack if you get too close, but they always drop a random artifact when killed. Every item has its own model when you equip it.[1]

Where the quest book puts it

The pack's quest book gives Artifacts its own chapter, called "Artifacts", with 50 quests. It is not part of the ATM Star quest path. The chapter opens with the quest "Artifacts" quest, which sums up the mod: artifacts come from exploring, archaeology or killing Mimics in underground campsites.[3]

After that, the quests go item by item. Each one asks you to get a single artifact and is labelled with the slot it's worn in, such as Feet, Necklace, Head, Belt or Hands. A couple, like Umbrella and Everlasting Beef, are labelled Unique. Examples include "Rooted Boots" quest for Rooted Boots and "Digging Claws" quest for Digging Claws.[3]

The sources I have don't show how the chapter connects to other chapters. Eight of its quests aren't shown to me, so check the quest book itself for those.[3]

Tip: Since artifacts can't be crafted, hunting down campsites and killing Mimics is one of the most direct ways to get a new one.[1][3]

How do you get started with Artifacts?

3 parts

The first thing to know about Artifacts: you can't craft these items. The mod is built around making exploration rewarding, so the powerful items are treasure you go out and find. That means your first steps are about finding artifacts, not building anything.[1]

Step 1: Go and find some

  1. Explore. Artifacts can turn up in chests in vanilla structures, and very rarely they are worn by entities.[1]
  2. Brush suspicious sand and gravel. Archaeology is another source, and the mod has a setting for the chance that an artifact generates in them.[1][4]
  3. Find an underground campsite. They look like they hold a normal chest, but sometimes it's a Mimic that attacks when you get too close. Mimics always drop a random artifact when killed.[1][3]

The pack's quest book has an "Artifacts" chapter with 50 quests. It opens with "Artifacts" quest, which covers these sources, and the rest give one quest per artifact, labelled with the slot it goes in (Head, Feet, Hands, Belt, Necklace and so on). It's a handy checklist while you hunt.[3]

Step 2: Wear the useful stuff first

You never know which artifact you'll pull out of a chest, so don't hold out for a specific one. If you do get a choice, these are good early wins, according to the quest book:[3]

  • Digging Claws add the equivalent of a level of Efficiency on all pickaxes, and your fists act as a Stone Pickaxe. The quest calls them super helpful for building.[3]
  • Cloud in a Bottle lets you double jump by hitting Space Bar twice, and it raises the height you can fall from.[3]
  • Running Shoes give you a speed boost while sprinting, plus auto-jump when sprinting.[3]
  • Night Vision Goggles let you see in the dark.[3]
  • Crystal Heart gives you 5 extra hearts when equipped.[3]
Watch out: Pickaxe Heater automatically smelts the ores you mine. The quest warns you to be careful with it if you want to do ore processing instead.[3]

The one thing you can cook

There is one recipe for this mod in the pack, and it isn't a craft. Everlasting Beef is a rare find while you're killing cows. It can be eaten like raw beef, but it isn't used up. It goes on a cooldown instead. Cook it and you get Eternal Steak, which works the same way with more food points and saturation. The quest book covers this in "Everlasting Beef" quest followed by "Everlasting Steak" quest.[3][5]

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

Furnace

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

Smoker

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

Campfire

How does Artifacts work?

4 parts

Same as in the All the Mods 10 8.1 guide

Artifacts doesn't have machines, multiblocks, power, fluids or automation. The mod is about exploration: it adds treasure items that are meant to be found rather than crafted. So the mechanics worth knowing are where artifacts come from, how they're equipped, and a few item-specific settings.[1]

Where artifacts come from

  • Chests in vanilla structures. Each artifact only appears in a few chests, so you'll need to explore widely.[1]
  • Archaeology. Artifacts can generate in suspicious sand or gravel.[1][6]
  • Worn by entities. Skeletons, zombies and piglins can very rarely spawn with an artifact equipped.[1][6]
  • Underground campsites. This is a structure the mod adds. Sometimes a campsite has a mimic instead of a chest. Mimics attack players who get too close, and they always drop a random artifact when killed.[1][6]

Several of these are tunable by config: the archaeology chance, how common artifacts are in chests, the chance that mobs spawn with an artifact, and how campsites generate. Campsite options include how many generation attempts happen per chunk, the minimum and maximum height, the mimic probability, whether light-emitting blocks are allowed, a minimalist mode with a single chest or mimic, and whether wooden chests from other mods are used.[6]

The chest rarity setting works like a multiplier. Values above 1 make artifacts rarer and values between 0 and 1 make them more common. Doubling it makes artifacts roughly twice as hard to find. Setting it to 10,000 stops artifacts appearing as chest loot. Setting the campsite count to 0 stops campsites from generating.[6]

Unverified The pack's actual values for these settings (archaeology chance, chest rarity, campsite count and so on) are set in the mod's config, and the sources here do not show them because no config files for this mod were available.

Equipping artifacts

Artifacts can add their own slots to the Curios, Trinkets or Accessories menus, each with its own toggle. Worn artifacts also have a unique model on your character. Client-side options let you show or hide artifacts on players, show or hide first-person glove models, and turn tooltips on or off. You can also display a cooldown overlay next to the hotbar and move it left or right.[1][6]

Some slot options depend on which mod you use. A separate face slot for the Snorkel and Night Vision Goggles is Trinkets only, and is currently not compatible with Curios or Accessories. Allowing any artifact in any slot requires Curios or Trinkets, and is currently not compatible with Accessories.[6]

Unverified Which of the Curios, Trinkets or Accessories slot toggles are enabled in this pack is set in the mod's config, and the sources here do not show it because no config files for this mod were available.

Cooldowns and per-item settings

Many artifacts have their own config options. Examples include the Chorus Totem's cooldown, health restored and teleportation chance, and the Cross Necklace's cooldown and extra invincibility ticks. The Cloud in a Bottle has double-jump and fall-damage settings. The Bunny Hoppers have jump strength, safe fall distance and fall-damage multiplier options.[6]

Everlasting Beef and Eternal Steak

Everlasting Beef is a food item that can drop when a player kills a cow or mooshroom. You can eat it, and it then goes on a cooldown. Both the drop rate and the cooldown are configurable, and the item can be disabled entirely.[6]

Eternal Steak is the cooked version. Even though artifacts are generally not crafted, in this pack you cook Everlasting Beef in a furnace, a smoker or a campfire to get it. Like the beef, the steak has its own eating cooldown and an option to disable eating it.[1][6][7]

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

Cook Everlasting Beef in a furnace to get Eternal Steak.

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

A smoker works too.

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

So does a campfire.

Unverified The pack's actual cooldown lengths and drop rate for the Everlasting Beef and Eternal Steak are set in the mod's config, and the sources here do not show them because no config files for this mod were available.

How do you progress through Artifacts?

3 parts

Artifacts doesn't have a tier ladder you climb in this pack. The Artifacts chapter of the quest book is 50 quests, and almost every one just asks you to get a single artifact. Only one pair of items is linked in a chain: Everlasting Beef and Eternal Steak.[3]

How you get artifacts

The chapter's intro quest "Artifacts" quest says all artifacts can be found by exploring, through archeology, or by killing Mimics. Mimics sit in underground campsites and look like normal chests, then attack when you get close.[3]

The early "Combat" quest in the New Beginning chapter also points you at mods that give you little Relics or Artifacts to wear and hold for effects.[8]

How the quest book groups them

Each artifact quest is labelled by the slot it goes in. The Relics chapter is a separate mod with its own research-and-upgrade system, so don't mix the two up.[3][9]

The one upgrade chain: Everlasting Beef to Eternal Steak

"Everlasting Steak" quest comes right after "Everlasting Beef" quest in the chapter. The beef can be eaten like normal raw beef but isn't used up. Instead it goes on a cooldown before you can eat it again, and it also works with autofeeding backpacks.[3]

Cook the beef and you get Eternal Steak. It works the same way but gives more food points and saturation. In this pack the cooking recipes below turn the beef into the steak.[3][5]

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

Furnace

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

Smoker

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

Campfire

Tip: The quest text for the beef says you might come across it while slaughtering hundreds of cows, so don't expect it early.[3]

How does Artifacts work with other mods?

1 part

Artifacts is built around exploration: its items are found in chests, through archaeology, worn by entities, or dropped by Mimics, and they cannot be crafted. That is why this page is short. There are no crafting recipes in the pack that mix Artifacts items with other mods.[1]

Unverified No recipes in this pack that combine Artifacts items with items from other mods were found in the sources.

What the quest book says

The only cross-mod hints come from the text of the Artifacts chapter in the quest book. The chapter has 50 quests, and 22 of them aren't covered here. Check the quest book itself for those.[3]

  • "Everlasting Beef" quest says that Everlasting Beef also works with autofeeding backpacks. It isn't consumed when eaten and goes on cooldown instead. The quest text doesn't name which backpack mod it means.[3]
  • "Warp Drive" quest describes Warp Drive as a way to use Enderpearls without the usual cost. Hunger is spent instead of the pearl, and you take no damage from the throw. Once your hunger bars are empty, it goes back to consuming Enderpearls. The quest text also mentions Bumblezone as a place where this kind of travel would be helpful.[3]

Which All the Mons quests use Artifacts?

6 parts

Artifacts has its own chapter in the quest book, called "Artifacts", with 50 quests. It also shows up in two other chapters, covered at the end of this section.[3]

The Artifacts chapter

The intro quest "Artifacts" quest has a kill task. Its text says Artifacts can be found by exploring, through archeology, or by killing Mimics. Mimics sit in underground Campsites and look like normal chests until you get close, then they attack.[3]

Every other quest in the chapter asks you to obtain one Artifact, and each one is tagged with the slot it goes in. The only prerequisite the quest data shows is "Everlasting Steak" quest, which comes after "Everlasting Beef" quest. The chapter also has one hidden placeholder quest, which only shows up in editing mode.[3]

Head slot quests

Necklace and scarf quests

Feet and belt quests

Hands and unique quests

Artifacts in other chapters

In "Building Tips", a quest in "Building Tips" asks for the Digging Claws and comes after the Paxel quest. Its text says the claws let you mine up to Iron Ore with just your fists. The chapter has 64 quests and only half are visible to me, so check the quest book for any other Artifacts mentions there.[10]

In "New Beginning", the Combat quest "Combat" quest only mentions that some mods give Relics or Artifacts you can wear and hold for effects. It comes after "Exploration, Combat, and Magic" quest and asks for a book, not an Artifact.[8]

The separate "Relics" chapter has its own intro quest, "Relics" quest. It describes Relics as similar to Artifacts, but those quests are about a different mod.[9]

Which Artifacts config options matter?

Same as in the All the Mods 10 0.50 guide

Unverified No config options or values for Artifacts in this pack could be confirmed, so I can't tell you which options exist here or whether the pack changed anything from the mod defaults.

What the mod's project page does describe is how artifacts are obtained. They can't be crafted. You find them in chests in vanilla structures, through archaeology, or very rarely worn by entities.[1]

The mod also adds an underground campsite structure. Mimics occasionally spawn there instead of chests, they attack players who get too close, and they always drop a random artifact when killed.[1]

What changed in Artifacts between versions?

2 parts

All the Mons 1.2.0 ships Artifacts 13.2.1, the NeoForge build. The mod has been in the pack since 0.3.0-beta or earlier. The pack changelogs have no entries for this mod, so everything below comes from the mod's own changelogs.[2]

13.2.1

  • Fixed the snorkel granting infinite water breathing when you use the Merling origin.[11]
  • NeoForge fix: gloves now display in first person when using Trinkets with Sinytra Connector.[11]
  • NeoForge fix: the umbrella now blocks sunlight for origins that are affected by it.[11]
  • Updated the pt_br translation.[11]

13.2.0

  • Added a "minimalist campsites" config option that replaces underground campsites with a single chest or mimic.[12]
  • Added the Chorus Totem to the hardcorerevival:passthrough_dead_when_held item tag.[12]
  • Updated the pt_br and ko_kr translations.[12]

These changelogs don't say whether the pack changed any of these settings, so check the in-game config if you want to know the current value of the campsite option.[2][12]

Sources

  1. Artifacts project page (modrinth) · official mod data
  2. All the Mons 1.2.0 mod list · pack file
  3. All the Mons 1.2.0 quests: "Artifacts" · pack file
  4. artifacts names, screen text and descriptions (English lang file) · official mod data
  5. All the Mons 1.2.0 recipe dump: recipes making Artifacts items · pack recipe dump
  6. artifacts tooltips and descriptions (English lang file) · official mod data
  7. All the Mods 10 8.1 recipe dump: recipes making Artifacts items · pack recipe dump
  8. All the Mons 1.2.0 quests: "New Beginning" · pack file
  9. All the Mons 1.2.0 quests: "Relics" · quest text
  10. All the Mons 1.2.0 quests: "Building Tips" · pack file
  11. Artifacts 13.2.1 changelog · changelog
  12. Artifacts 13.2.0 changelog · changelog
Where this guide comes from

Written from what All the Mons itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 17, 2026.

Guides for other versions: 1.3.0

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