Artifacts guide for All the Mods 10 0.45 to 0.50

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What is Artifacts?

3 parts

Same as in the All the Mods 10 0.51 guide

Artifacts adds a big pile of treasure items whose whole point is to make exploring worth your time. None of them are craftable: you find them, you don't make them.[1]

This pack ships Artifacts 12.0.5, and the mod has been part of the pack since an early build.[2]

Where you find them

  • In chests inside vanilla structures: each artifact only appears in a handful of chest types, so you have to spread your looting around rather than farm one structure.[1]
  • Through archaeology, by brushing suspicious blocks.[1]
  • Very rarely, worn by entities you run into in the world.[1]
  • From mimics, which sometimes spawn in place of chests in the mod's underground campsite structure. They attack players who get close, and they always drop a random artifact when killed.[1]
Tip: Every artifact has its own model when equipped, so you can see at a glance what a player is wearing.[1]

Who it's for

If you enjoy wandering off to raid structures and dig up ruins, Artifacts is a steady stream of small, powerful upgrades along the way. The items cover movement, combat, mining and utility: things like Running Shoes, Feral Claws, Digging Claws and Night Vision Goggles, so almost any playstyle picks up something useful.[1][3]

Where it fits in progression

Artifacts is a side activity rather than a tech tier. It is not on this pack's ATM Star path, so nothing here blocks your endgame. Treat it as exploration flavour and quality-of-life gear you collect while you're out doing other things.[2]

The pack does give it a dedicated quest chapter, and it works as a checklist: there's a quest for each artifact, from Cloud in a Bottle and Umbrella to Crystal Heart and Warp Drive, completed simply by obtaining that item. Nearly all of them are independent, so you can tick them off in any order as loot turns up.[3]

The one exception is a quest in "?" for Eternal Steak, which unlocks after you finish a quest in "?" for Everlasting Beef.[3]

How do you get started with Artifacts?

3 parts

Same as in the All the Mods 10 0.51 guide

Before you go hunting for a crafting recipe: there isn't one. Artifacts is built around exploration, and the items it adds are treasure, not crafting-table output. You find them in chests in vanilla structures, dig them up through archaeology, or very rarely catch a mob already wearing one, so your first "recipe" in this mod is really a travel plan.[1]

Where your first artifacts come from

  • Chests in vanilla structures. Each artifact only appears in a small number of chest types, so clearing one structure over and over won't get you the whole set.[1]
  • Archaeology. Suspicious sand and gravel have a chance to hold an artifact, which makes desert temples and trail ruins worth brushing out.[1][4]
  • Underground campsites, a structure the mod adds just for this. These are the most reliable early target because they generate underground rather than only in rare surface structures.[1]
  • Mobs. Skeletons, zombies and piglins have a chance to spawn with an artifact equipped, so keep an eye on anything wearing something unusual.[1][4]
Watch out: Campsites sometimes spawn a mimic in place of the chest. Mimics attack players who get too close, so approach a campsite chest with a weapon out. The upside is that a mimic always drops a random artifact when you kill it, which makes them one of the best sources in the game.[1]

The one item you can actually make

There is exactly one thing in this mod you produce yourself. Killing a cow or mooshroom has a chance to drop Everlasting Beef, and that beef cooks into Eternal Steak. If you have a cow farm running, this is the first Artifacts item most players get hold of, long before a good chest drop shows up.[4][5]

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

A smoker works, and so do the furnace and campfire versions below.

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

Using the quest book as a checklist

The pack ships an Artifacts quest chapter with one quest per artifact, from a quest in "?" for the Running Shoes to a quest in "?" for the Crystal Heart. Each one simply asks you to obtain the matching item, so treat the chapter as a collection checklist that tells you at a glance what you're still missing.[3]

Almost all of these quests are available from the start, with one exception: a quest in "?" for the Eternal Steak only unlocks after you complete a quest in "?" for the Everlasting Beef. That makes the beef-and-steak pair the natural first line to tick off while you're still gearing up for real exploration.[3][5]

Tip: If you're not sure what a newly found artifact does, the mod has a client option that controls whether artifacts show tooltips explaining their effects, plus an overlay that displays artifacts on cooldown next to your hotbar. Leaving both on makes learning the set much easier.[4]

How does Artifacts work?

5 parts

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][4]
  • Archaeology, with a separate chance for an artifact to generate inside suspicious sand or gravel.[1][4]
  • Very rarely, worn by entities: skeletons, zombies and piglins can spawn with an artifact already equipped, which drops when you kill them.[1][4]
  • Campsites, an underground structure added by the mod that generates with a wooden chest, or sometimes with a mimic instead.[1][4]

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.[4]

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][4]

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.[4]

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.[4]

  • 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.[4]
  • 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.[4]
  • Tool tier changes, where the Digging Claws raise your mining level to a set tool tier rather than just speeding you up.[4]
  • 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.[4]
  • Timed resources, like the Helium Flamingo, which gives you a flight duration and then needs a recharge period before you can fly again.[4]
  • 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.[4]

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.[4]

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.[4]

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.[4]

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.[6]

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.[4]

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?

2 parts

Same as in the All the Mods 10 0.51 guide

This pack doesn't split Artifacts into formal tiers that I can confirm. The progression comes from its quest chapter for the mod, and that chapter is very simple: each quest has a single task, which is to obtain one artifact. The quests have no titles.[3]

How the quest chapter works

The chapter has no linear ladder. Almost every quest stands on its own and has no prerequisite, so you can pick up artifacts in whatever order you find them. For example, a quest in "?" asks for Running Shoes, a quest in "?" asks for Snorkel, and a quest in "?" asks for Warp Drive.[3]

The wearable artifacts in the chapter are grouped below by what they cover. Each one has its own quest.[3]

The one real progression step: Eternal Steak

The only quest dependency in the chapter is the food pair. a quest in "?" for Eternal Steak unlocks after you finish a quest in "?", which asks for Everlasting Beef.[3]

In this pack you make the Eternal Steak by cooking the Everlasting Beef. A furnace, a smoker and a campfire each have a recipe for it.[5]

Eternal SteakMod recipe

Smelting

Recipe id: artifacts:eternal_steak_furnace

Furnace smelting

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

Smoker

Eternal SteakMod recipe

Campfire Cooking

Recipe id: artifacts:eternal_steak_campfire

Campfire cooking

Tip: The Eternal Steak is the only artifact in the chapter with a crafting-style recipe in the pack dump. The other artifacts have no in-pack recipe in the sources, so don't expect to craft them the same way.[3][5]

Unverified The sources don't say where or how you obtain the other artifacts, such as through loot or world generation. They also don't give any tier ranking or power order for the items, and the mod is not on the ATM Star quest path. Check in-game before planning a route.

How does Artifacts work with other mods?

Same as in the All the Mods 10 0.51 guide

Here's the honest picture: the pack data I have doesn't show any link between Artifacts and other mods. There are no in-pack recipes that mix Artifacts items with items from another mod, so there's no cross-mod crafting to walk you through.[1][3]

The mod's own description explains why. Artifacts adds treasure items meant to be found through exploration rather than crafted. You find them in chests in vanilla structures, through archaeology, or very rarely worn by entities. The new underground campsites can also spawn mimics, which always drop a random artifact when killed.[1]

The quest data fits that. The "artifacts" quest chapter is made up of quests whose tasks each ask for a single Artifacts item, such as the Cloud in a Bottle, the Night Vision Goggles or the Warp Drive. None of them asks for an item from another mod.[3]

The only link between quests in that chapter is within the mod itself. The quest for the Eternal Steak, a quest in "?", comes after the quest for the Everlasting Beef, a quest in "?".[3]

Unverified Whether other mods in the pack add loot, tags, curios or accessory slot behavior that affects Artifacts items could not be confirmed from the available sources.

Which All the Mods 10 quests use Artifacts?

1 part

Same as in the All the Mods 10 0.51 guide

Artifacts has one quest chapter in the pack, called "artifacts". It is a collection chapter: each quest has a single task, which is to have one specific Artifacts item, and none of the quests has a title.[3]

There is hardly any order to follow. Every quest in the chapter stands on its own except one pair: finish a quest in "?" for the Everlasting Beef first, and then a quest in "?" for the Eternal Steak comes after it. Everything else you can tick off in whatever order you find the items.[3]

Every quest in the chapter

Here is each quest with the item its task asks for, in the order the chapter data lists them. This first batch runs up to the Fire Gauntlet.[3]

And the rest of the chapter, ending with the follow-up quest for the Eternal Steak.[3]

Which Artifacts config options matter?

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?

1 part

Artifacts is an older member of the pack. It was first included in All the Mods 10 0.32 or earlier, and All the Mods 10 0.50 ships Artifacts 12.0.5.[7]

Recent mod releases

These are the mod changelogs available for this guide, newest first.[8][9]

  • 12.0.5: fixed an issue that stopped night vision effects with infinite duration from working correctly.[8]
  • 12.0.4: fixed an issue that let mimics attack immediately after a previous attack was blocked with a shield.[9]
  • 12.0.4: updated the es_es.json language file.[9]

If you fight mimics with a shield, the 12.0.4 fix is the one to know about. I don't have changelogs for earlier Artifacts versions, or any pack changelog entries for this mod, so this is all I can confirm.[9]

Sources

  1. Artifacts project page (modrinth) · official mod data
  2. All the Mods 10 0.51 mod list · pack file
  3. All the Mods 10 0.51 quests: "artifacts" · pack file
  4. artifacts tooltips and descriptions (English lang file) · official mod data
  5. All the Mods 10 0.51 recipe dump: recipes making Artifacts items · pack recipe dump
  6. All the Mods 10 0.50 recipe dump: recipes making Artifacts items · pack recipe dump
  7. All the Mods 10 0.50 mod list · pack file
  8. Artifacts 12.0.5 changelog · changelog
  9. 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 · 0.32 to 0.44

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