Artifacts in All the Mods 10

All the Mods 10 8.3 ships version 13.2.5 · First seen in 0.32

Checked Sep 17, 2026All the Mods 10 8.3Sources: All the Mods 10 8.3 modlist.json · Modrinth

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Artifacts is a mod in All the Mods 10 8.3, where it is version 13.2.5. Adds various treasure items that can be found through exploration (Summary from the mod's Modrinth page.)

What is Artifacts?

1 part

Artifacts is all about making exploration pay off. It adds powerful wearable items that cannot be crafted, so you have to go out and find them.[1]

You can find them in chests in vanilla structures, through archaeology, or very rarely worn by entities. Each artifact only appears in a few chests. The mod also adds an underground campsite structure, and mimics occasionally spawn there instead of a chest. A mimic always drops a random artifact when you kill it. Every artifact has its own unique model when equipped.[1]

Watch out: Mimics are dangerous and attack players who get too close, so be careful around chests in underground campsites.[1]

In this pack

The pack includes Artifacts 13.2.3 for NeoForge. It has been in the pack since version 2.25 or earlier.[2]

The pack has a dedicated Artifacts quest chapter with a quest for each item. Each quest shows which slot the item is worn in, such as Feet, Necklace, Head, Belt or Hands, and its task is to have the item in your inventory. The quest descriptions are a handy summary of what each item does. A few examples:[3]

Digging Claws also show up in the Building Tips chapter, where a quest in "Building Tips" asks for them after the Paxel quest.[4]

Unverified The sources do not show where Artifacts fits in the pack's overall progression, so treat it as an exploration side-path and not a required step.

How do you get started with Artifacts?

4 parts

Here's the first thing to know about Artifacts: there's no crafting step for these items. The mod is built around exploration, and its artifacts are powerful items that can't be crafted. So your first steps are about going out and finding them, not gathering materials.[1]

Step 1: Go exploring

Artifacts turn up in chests in vanilla structures and through archaeology. They can also, very rarely, be found worn by entities. Each artifact only has a few chests it can be found in, so keep exploring.[1]

The mod also adds an underground campsite structure. Sometimes a campsite has a mimic instead of a chest. Mimics attack players who get too close, but they always drop a random artifact when you kill them.[1]

Watch out: If a campsite chest looks a little too convenient, remember it might be a mimic. Don't walk up to it unprepared.[1]

Step 2: Check the quest book for each find

Artifacts are worn, not held. The pack's Artifacts quest chapter has a quest for each item, and each quest names the slot it goes in, such as Head, Necklace, Hands, Belt or Feet. Use the chapter as your checklist once you start finding things.[3]

Step 3: Know which finds to look forward to

These are good early targets, based on what their quests say they do:[3]

Tip: Be careful with Pickaxe Heater. It auto-smelts the ores you mine, which is convenient, but not if you want to do ore processing.[3]

Step 4: The one thing you can cook

Everlasting Beef is a rare find you might come across while slaughtering lots of cows. You can eat it like normal raw beef, but it isn't used up. It goes on a cooldown instead. See "Everlasting Beef" quest.[3]

The only in-pack recipes for Artifacts items turn that beef into Eternal Steak. You can use a furnace, a smoker or a campfire:[5]

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

Smelting in a furnace.

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

Smoking in a smoker.

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

Cooking on a campfire.

How does Artifacts work?

4 parts

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][5][6]

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?

4 parts

The Artifacts quest chapter in this pack is organised by equipment slot, not by tier. Each quest just asks you to get one item. The only quest in the chapter with a prerequisite is Everlasting Steak, which comes after Everlasting Beef.[3]

The one real upgrade path: Everlasting Beef to Eternal Steak

Everlasting Beef is eaten like normal raw beef, but it isn't used up. Instead it goes on a cooldown before you can eat it again, and the quest says it also works with autofeeding backpacks. Once you have it, the "Everlasting Steak" quest quest has you cook it into Eternal Steak, which works the same way but gives more food points and saturation.[3]

The pack has three in-pack recipes for the steak. You can use a furnace, a smoker or a campfire.[5]

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

Furnace: smelts Everlasting Beef into Eternal Steak.

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

Smoker: the same result, using smoking.

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

Campfire: the same result, using campfire cooking.

A good first pickup: Digging Claws

The Digging Claws get a second quest in the Building Tips chapter, a quest in "Building Tips", which comes after the Paxel quest. It says the claws raise the pickaxe tier of your hands, so you can mine up to iron ore with just your fists, plus things like stone, terracotta and concrete. The quest says it basically is needed.[4]

The chapter's own quest ("Digging Claws" quest) adds that the claws give a level of Efficiency on all pickaxes and make your fists act as a Stone Pickaxe.[3]

What the quest chapter covers, by slot

Handy picks from the quests

  • Crystal Heart gives you 5 extra hearts, which is 10 points of health. The quest says that adds up to 30 health on default.[3]
  • Bunny Hoppers let you jump twice as high and take half the fall damage. Cloud in a Bottle gives you a double jump.[3]
  • Warp Drive makes ender pearls cost hunger instead of the pearl, and removes the damage from using one. When your hunger bars are empty, it goes back to consuming pearls.[3]
Watch out: The Pickaxe Heater automatically smelts the ores you mine. The quest warns you to be careful with it if you want to do ore processing.[3]

Which All the Mods 10 quests use Artifacts?

4 parts

The pack gives Artifacts its own quest chapter, called "Artifacts", and adds one more quest for the mod in the "Building Tips" chapter. Nearly every quest in the Artifacts chapter is a simple item task: you hand in the artifact named in the quest. The quest text then gives a short, chatty explanation of what it does.[3][4]

The Artifacts chapter

The only prerequisite shown in the chapter data is on the steak quest. Every other quest has no "after" requirement listed, so as far as the sources show you can do them in any order. Here they are grouped by the slot the chapter lists for each one.[3]

The one chained pair

"Everlasting Steak" quest unlocks after "Everlasting Beef" quest. It asks for Eternal Steak, which the quest text says you get by cooking the Everlasting Beef. So get the beef first, then cook it for the steak.[3]

Quests with useful details

The "Crystal Heart" quest quest says the Crystal Heart gives you 5 extra hearts (10 points of health), which adds up to 30 health by default. The "Warp Drive" quest quest says that with the Warp Drive, hunger is used instead of the Ender Pearl and you take no damage from throwing one. Once your hunger bars are empty it goes back to consuming pearls.[3]

Building Tips chapter

Artifacts shows up once more in the "Building Tips" chapter. a quest in "Building Tips" is an untitled quest that asks for Digging Claws and unlocks after the Paxel quest. The quest text calls it not strictly necessary but very helpful. It says the claws let your bare hands mine up to Iron Ore, including stone, terracotta and concrete, and ends with "Honestly it basically is needed."[4]

What changed in Artifacts between versions?

1 part

All the Mods 10 8.1 ships Artifacts 13.2.3. The mod has been in the pack since All the Mods 10 2.25 or earlier, and the pack changelogs show it being updated steadily since then.[2]

Pack release by release

  • All the Mods 10 8.1: Artifacts 13.2.1 to 13.2.3.[7]
  • All the Mods 10 6.5: Artifacts 13.2.0 to 13.2.1.[8]
  • All the Mods 10 5.5: Artifacts 13.1.0 to 13.2.0.[9]
  • All the Mods 10 4.13: Artifacts 13.0.7 to 13.1.0.[10]
  • All the Mods 10 4.6: Artifacts 13.0.6 to 13.0.7.[11]
  • All the Mods 10 3.2: Artifacts 13.0.5 to 13.0.6.[12]
  • All the Mods 10 3.0: Artifacts 13.0.2 to 13.0.5.[13]
  • All the Mods 10 2.47: Artifacts 12.1.5 to 13.0.2.[14]
  • All the Mods 10 2.43: Artifacts 12.1.2 to 12.1.5.[15]
  • All the Mods 10 2.42: Artifacts 12.0.5 to 12.1.2.[16]

Unverified The pack changelogs only record the version numbers. What each Artifacts update added, fixed or changed (new artifacts, balance tweaks, bug fixes) isn't confirmed here, because the mod's own changelogs for these jars aren't stored. Check the mod's release notes if you need those details.

Sources

  1. Artifacts project page (modrinth) · official mod data
  2. All the Mods 10 8.1 mod list · pack file
  3. All the Mods 10 8.1 quests: "Artifacts" · pack file
  4. All the Mods 10 8.1 quests: "Building Tips" · pack file
  5. All the Mods 10 8.1 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 changelog (All the Mods 10 8.1) · changelog
  8. All the Mods 10 changelog (All the Mods 10 6.5) · changelog
  9. All the Mods 10 changelog (All the Mods 10 5.5) · changelog
  10. All the Mods 10 changelog (All the Mods 10 4.13) · changelog
  11. All the Mods 10 changelog (All the Mods 10 4.6) · changelog
  12. All the Mods 10 changelog (All the Mods 10 3.2) · changelog
  13. All the Mods 10 changelog (All the Mods 10 3.0) · changelog
  14. All the Mods 10 changelog (All the Mods 10 2.47) · changelog
  15. All the Mods 10 changelog (All the Mods 10 2.43) · changelog
  16. All the Mods 10 changelog (All the Mods 10 2.42) · changelog
Where this guide comes from

Written from what All the Mods 10 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: 0.52 to 4.5 · 0.51 · 0.45 to 0.50 · 0.32 to 0.44

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Version in each release

148 releases, first in 0.32
All the Mods 10VersionJarWhere it came from
8.3
Oct 15, 2026
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8.2
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8.1
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2.0
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1.27
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1.3
Oct 20, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
1.2
Oct 19, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
1.1
Oct 16, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
1.0
Oct 13, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.66
Oct 11, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.65
Oct 9, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.64
Oct 6, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.63
Oct 6, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.62
Oct 4, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.61
Oct 2, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.60
Sep 29, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.59
Sep 28, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.58
Sep 27, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.57
Sep 25, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.56
Sep 23, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.55
Sep 21, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.54
Sep 20, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.53
Sep 18, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.52
Sep 11, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.51
Sep 10, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.50
Sep 10, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.49
Sep 10, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.48
Sep 8, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.47
Sep 6, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.46
Sep 6, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.45
Sep 4, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.44
Sep 2, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.43
Sep 1, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.42
Aug 31, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.41
Aug 29, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.40
Aug 26, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.39
Aug 26, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.38
Aug 23, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.37
Aug 23, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.36
Aug 21, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.35
Aug 19, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.34
Aug 17, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.33
Aug 14, 2024
12.0.5artifacts-neoforge-12.0.5.jarFrom the published release
0.32
Aug 13, 2024
12.0.4artifacts-neoforge-12.0.4.jarFrom the published release

"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

Items and blocks

49 items from the 8.3 recipe dump.

All the Mods 10 quests (49)

Quests from the pack's FTB Quests book that ask for this mod's items.

See all 49 quests →

Artifacts (8)

Where does Artifacts appear in the All the Mods 10 quest book?

Known All the Mods 10 issues (3)

See all issues for this mod →

Comments and tips

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