Artifacts guide for All the Mods 10 0.32 to 0.44

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Artifacts guide for All the Mods 10

Written for All the Mods 10 0.44 · also fits 0.32 to 0.43 · updated Oct 5, 2026

Last verified for All the Mods 10 v0.44 on Oct 16, 2026 · text last changed Oct 5, 2026

A newer release (8.3) is out Guide for the current version

Also applies to:All the Mods 11 0.1.0 to 0.12.0-betaAll the Mons 0.3.0-beta to 1.3.0FTB StoneBlock 4 1.1.1 to 1.23.0

Sections
6
Recipes shown
3
Items named
2

3 sections are written for this pack; 3 are shared from another pack's guide.

Every recipe and number here was checked against All the Mods 10 0.44's own files.

What is Artifacts?

2 parts

Same as in the All the Mods 11 0.8.0-beta guide

Artifacts is all about making exploration worth your time. It adds a set of powerful items that you can't craft, so the only way to get them is to go out and find them. This pack includes Artifacts 15.1.3 for NeoForge.[1][2]

Every item from the mod has its own unique model when you wear it, so your loot shows on your character. If you like treasure hunting and want a reason to poke around vanilla structures, this mod is for you.[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.[1]
  • Very rarely, you can find them worn by entities.[1]
  • Mimics. These dangerous enemies attack players who get too close, and they always drop a random artifact when killed.[1]

Underground campsites

The mod adds a new underground campsite structure. Mimics occasionally spawn there in place of a chest, so be careful before you open anything that looks like loot.[1]

Watch out: A chest in an underground campsite might be a mimic. Mimics attack players who get too close, so keep your distance until you're ready to fight.[1]

The mod's own project page says an up-to-date list of where each item can be found is kept on the Artifacts wiki on GitHub.[1]

Unverified I couldn't confirm from the sources where Artifacts fits in the pack's progression. No quests or ATM Star path steps involving this mod were found, so treat it as optional exploration loot.

How do you get started with Artifacts?

3 parts

Artifacts is the rare mod where there's nothing to craft on day one. Every artifact in the mod is a treasure item that cannot be crafted at all, so your "first steps" are really about knowing where to look while you're doing the early exploring you'd do anyway.[1]

Where artifacts actually come from

  • Chests in vanilla structures, which is the main source while you're exploring overworld ruins and dungeons.[1]
  • Archaeology: brushing suspicious sand or gravel has a chance to turn up an artifact.[1][3]
  • Very rarely, worn by entities you fight, so check the drops when a mob dies with something unusual on it.[1]
  • Underground campsites, a structure the mod adds specifically to hold artifact loot.[1]
  • Mimics, which sometimes spawn in campsites in place of the chest and always drop a random artifact when killed.[1]
Watch out: Mimics are dangerous enemies that attack players who get too close, so approach a campsite chest with your weapon ready rather than sprinting into the room.[1]
Tip: Each artifact only appears in a handful of chest types, so if you keep raiding the same structure you'll keep seeing the same few items. Spreading your exploration around is the fastest way to build a collection.[1]

The one thing you can make: Eternal Steak

The mod's only real early-game recipe chain starts with Everlasting Beef, which has a chance to drop when you kill a cow or mooshroom yourself. That makes an early cow farm the one part of this mod you can actually grind for.[3][4]

Once you have the beef, cook it into Eternal Steak. The pack keeps all three cooking methods available, so use whichever you already have set up.[4]

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

Standard furnace smelting.

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

Faster if you've built a smoker.

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

Handy on the move, before you have a furnace.

Set up your HUD first

Before you head out, it's worth knowing the mod has client-side options you can tune: artifacts show tooltips explaining what each one does, artifacts on cooldown can be displayed next to your hotbar, and you can toggle whether glove models render in first person. Turning the cooldown display on is the easiest way to learn how your new gear behaves.[3]

Unverified The exact drop and generation chances in this pack (everlasting beef drop rate, artifact rarity in chests, archaeology chance, mimic chance and campsite frequency) are all configurable, but the specific values this pack uses weren't available for this guide.

How does Artifacts work?

5 parts

Same as in the All the Mods 10 0.50 guide

Artifacts has no machines, multiblocks or power system. Everything in it is built around one idea: exploration should pay out. The mod adds a set of powerful treasure items that cannot be crafted at all, so the only "system" you interact with is how they generate, how you equip them, and how their effects and cooldowns behave while you wear them.[1]

How artifacts generate

There are three ways an artifact enters the world, plus one structure that exists purely to hand them out. Each individual artifact only appears in a few chest types, so you can't farm one specific piece by looting the same structure over and over.[1]

  • Chest loot in vanilla structures, with a rarity setting that controls how common artifacts are in chests overall.[1][3]
  • Archaeology, with a separate chance for an artifact to generate inside suspicious sand or gravel.[1][3]
  • Very rarely, worn by entities: skeletons, zombies and piglins can spawn with an artifact already equipped, which drops when you kill them.[1][3]
  • Campsites, an underground structure added by the mod that generates with a wooden chest, or sometimes with a mimic instead.[1][3]

Mimics are the interesting part of a campsite. They disguise themselves as the chest, attack players who get too close, and always drop a random artifact when killed. That makes a campsite with a mimic a guaranteed artifact rather than a loot roll.[1]

Campsite generation is driven by a handful of worldgen knobs: how many generation attempts happen per chunk, the minimum and maximum height they can spawn at, the probability that a campsite gets a mimic instead of a chest, and whether campsites are allowed to contain light-emitting blocks. Campsites can also pull wooden chests from other mods, and mimics can borrow textures from Lootr or Quark so they blend in with the chests you actually use.[3]

Tip: Because artifacts can't be crafted, a mimic kill is the most reliable single source in the mod. If you find a campsite, expect a fight rather than a free chest.[1]

Wearing artifacts

Every item in the mod has a unique model that shows on your character when it's equipped, so you can tell at a glance what another player is running. Gloves have their own handling: there's a client option for whether glove models render in first person, and the Kitty Slippers and Bunny Hoppers can change your hurt sounds, which can also be switched off.[1][3]

Artifacts also ship with tooltips that explain what each one does, controlled by a client toggle. If you're unsure what a piece you just looted actually gives you, hover it in your inventory before you go hunting for a wiki page.[3]

How artifact effects work

Mechanically, the artifacts fall into a few behaviour patterns, and knowing which pattern a piece uses tells you how to play around it.[3]

  • Flat stat bonuses that apply while worn, like the Feral Claws' attack speed, the Digging Claws' block break speed, the Flippers' swim speed, the Bunny Hoppers' jump strength, the Crystal Heart's bonus health and the Cowboy Hat's mount speed.[3]
  • Hidden enchantment levels stacked on top of your gear: the Lucky Scarf grants extra Fortune levels, and the Angler's Hat grants extra Lure and Luck of the Sea levels.[3]
  • Tool tier changes, where the Digging Claws raise your mining level to a set tool tier rather than just speeding you up.[3]
  • Chance-based triggers, such as the Flame Pendant's strike chance to ignite an attacker, and the Chorus Totem's chance to activate when you die.[3]
  • Timed resources, like the Helium Flamingo, which gives you a flight duration and then needs a recharge period before you can fly again.[3]
  • Effect application on a trigger, such as the Obsidian Skull granting Fire Resistance when you take fire damage, or the Onion Ring giving Haste based on the food points you eat.[3]

Cooldowns

Many of the reactive artifacts go on cooldown after firing, including the Cross Necklace, the Panic Necklace, the Flame Pendant, the Obsidian Skull and the Chorus Totem. Each of those has its own cooldown length, so a defensive setup is really a rotation of separate timers rather than one shared one.[3]

To keep track of that, the mod draws a cooldown overlay next to your hotbar showing which artifacts are currently down. You can turn it off, and you can move it: the offset is measured in pixels from the hotbar, and negative values place the element to the left of it.[3]

The food artifacts

The one renewable corner of the mod is beef. Everlasting Beef has a chance to drop when a cow or mooshroom is killed by a player, which means a normal cow farm where you land the killing blow is a genuine source of it. Both Everlasting Beef and Eternal Steak can be eaten repeatedly without being consumed, each going on its own cooldown afterwards, and each can be disabled as a food entirely.[3]

Cooking works exactly like it does for normal beef, with three separate recipes in this pack so any of your usual setups will do the job.[5]

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

Fastest option.

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

Tip: Since the beef isn't consumed when eaten, one piece is a permanent food supply for a player who doesn't mind waiting out the cooldown between bites.[3]

Unverified No config files for this mod were available from the pack, so the actual numbers in use here: artifact rarity, archaeology and mimic chances, campsite counts and height limits, cooldown lengths, and the size of each stat bonus, could not be confirmed. Check the values in-game before planning around a specific figure.

How do you progress through Artifacts?

1 part

The recipe data for Artifacts in this pack only shows cooking recipes, and they all make Eternal Steak. So the sources here give you one crafting path to follow, not a set of tiers.[4]

Eternal Steak recipes

You can make Eternal Steak in a furnace, a smoker or a campfire. Each recipe starts from Everlasting Beef, so pick whichever station you already have set up.[4]

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

The furnace version uses the normal smelting recipe type.

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

The smoker version uses the smoking recipe type.

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

The campfire version uses the campfire cooking recipe type.

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 Mods 10 0.44 ships Artifacts 12.0.5. The mod has been in the pack since 0.32 or earlier. I don't have any pack changelog entries for it, so everything below comes from the mod's own changelogs.[6]

Artifacts 12.0.5

  • Fixed an issue preventing night vision effects with infinite duration from working correctly.[7]

Artifacts 12.0.4

  • Fixed an issue allowing mimics to attack immediately after a previous attack was blocked with a shield.[8]
  • Updated the Spanish (es_es) language file, a translation update credited to Osi.[8]

Both versions are bug fixes and a translation update. Neither changelog lists new content or changed values.[7][8]

Sources

  1. Artifacts project page (modrinth) · official mod data
  2. All the Mods 11 0.8.0-beta mod list · pack file
  3. artifacts tooltips and descriptions (English lang file) · official mod data
  4. All the Mods 10 0.44 recipe dump: recipes making Artifacts items · pack recipe dump
  5. All the Mods 10 0.50 recipe dump: recipes making Artifacts items · pack recipe dump
  6. All the Mods 10 0.44 mod list · pack file
  7. Artifacts 12.0.5 changelog · changelog
  8. Artifacts 12.0.4 changelog · 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 16, 2026.

Guides for other versions: 4.6 to 8.3 · 0.52 to 4.5 · 0.51 · 0.45 to 0.50

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