Artifacts guide for All the Mods 10 0.51

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What is Artifacts?

3 parts

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

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?

4 parts

Artifacts doesn't have machines, multiblocks, power or fluids at all. Its whole system is loot: powerful wearable items that cannot be crafted, scattered through chests in vanilla structures, found through archaeology, or very rarely worn by entities. Everything below is about how those spawn rules and item effects are wired up in this pack.[1]

How artifacts enter your world

  • Chest loot in vanilla structures. Each artifact only appears in a few specific chest types, so exploring a variety of structures matters more than looting the same one over and over.[1]
  • Archaeology. Brushing suspicious sand or gravel can turn up an artifact, with the chance set to 0.0625 in this pack.[1][4][6]
  • Worn by entities. A skeleton, zombie or piglin can spawn with an artifact equipped; this pack sets that chance to 0.0015.[4][6]
  • Mimics. Mimics always drop a random artifact when killed, which makes them the most reliable source once you can handle them.[1]

Chest rarity is controlled by a single multiplier, artifactRarity, which this pack leaves at 1: the baseline. Values above 1 make artifacts rarer and values between 0 and 1 make them more common, and doubling the value makes them roughly twice as hard to find. Setting it to 10,000 removes artifacts from chest loot entirely.[4][6]

Campsites and mimics

The mod adds an underground campsite structure, and mimics sometimes spawn there in place of a chest. Mimics are dangerous enemies that attack players who get too close, so don't walk up to a campsite chest carelessly.[1]

In this pack, campsites attempt to generate 40 times per chunk, between Y -60 and Y 40. That height band is the practical takeaway: campsites are a deep-caving find, not something you'll trip over on the surface. Setting the campsite count to 0 would stop them generating altogether.[4][6]

Each campsite rolls against a mimic chance of 0.3 in this pack, so a decent share of them are an ambush rather than free loot. Campsites are also allowed to contain light-emitting blocks, and they can use wooden chests from other mods when they generate, so the chest you find may not look vanilla.[4][6]

Watch out: With a mimic chance of 0.3, treat every campsite chest as suspect. Hit it from range or check it before you open it.[4][6]

On the client side, useModdedMimicTextures is enabled in this pack, which lets mimics borrow textures from Lootr or Quark, another reason a mimic may not look like a plain vanilla chest.[4][7]

How artifact effects are configured

Every artifact's behaviour is driven by entries in the items config. Most items have an enable toggle plus one or more numeric knobs, and this pack leaves the ones visible in the dump at their listed values. A few examples of what those values mean in play:[4][8]

  • Bunny Hoppers set bunny_hoppers.fallDamageMultiplier to 0, add 0.4 jump strength, and grant 10 extra blocks of safe fall distance.[4][8]
  • Cloud in a Bottle enables the double jump, adds 3 blocks of safe fall distance, and applies 0.25 extra horizontal and 0.25 extra vertical velocity when you double jump while sprinting.[4][8]
  • Crystal Heart grants 10 extra health points, and the Chorus Totem restores 10 health when it triggers.[4][8]
  • The Chorus Totem has its teleportation chance set to 1 (the top of the range) is consumed on use, and has a cooldown of 0 seconds in this pack.[4][8]
  • Digging Claws raise your mining level to the stone tool tier and add 0.3 to mining speed.[4][8]
  • The Antidote Vessel is enabled and caps negative mob effects at 5 seconds while worn.[4][8]
  • Angler's Hat grants 1 extra level each of Luck of the Sea and Lure; Cowboy Hat adds 0.4 to ridden mount speed; Charm of Shrinking applies a scale modifier of -0.5.[4][8]
  • Cross Necklace adds 20 bonus invincibility ticks after you take damage, with a cooldown of 0 seconds in this pack.[4][8]
  • Aqua-Dashers (sprint on water) and Charm of Sinking (no water collision) are both enabled.[4][8]
Tip: Tooltips explaining artifact effects are turned on in this pack, so you can just hover an artifact in your inventory to see what it does.[4][7]

One client setting is worth changing yourself: enableCooldownOverlay is off in this pack, so artifacts on cooldown are not shown next to your hotbar. Turn it on if you lean on cooldown-based artifacts, and use cooldownOverlayOffset (10 pixels from the hotbar here, with negative values placing it to the left) to position it.[4][7]

Two other options are left on here: glove models render in first person, and modifyHurtSounds is true, so the Kitty Slippers and Bunny Hoppers change your hurt sounds.[4][6][7]

The one thing you can craft

Artifacts themselves can't be crafted, but there is a small food chain here. Everlasting Beef drops from cows and mooshrooms killed by a player, with the chance set to 0.002 in this pack, and cooking it gives you Eternal Steak.[1][4][5][6]

Eternal SteakMod recipe

Smoking

Recipe id: artifacts:eternal_steak_smoker

Also works in a furnace (artifacts:eternal_steak_furnace) or on a campfire (artifacts:eternal_steak_campfire).

Both foods have an enable toggle and a cooldown in seconds that starts after they're eaten, which is what makes them repeatable food rather than one-shot items.[4]

Unverified The exact enabled flags and cooldown lengths for Everlasting Beef and Eternal Steak in this pack weren't included in the config dump provided, so check items.toml in your instance if you want the precise numbers.

How do you progress through Artifacts?

2 parts

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?

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

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?

4 parts

Artifacts keeps its settings in three files under config/artifacts: client.toml, general.toml and items.toml. The values below are exactly what this pack ships. Most of what you'll want to tweak is how often artifacts show up, how campsites generate, and how strong individual items are.[6][7][8]

Where artifacts show up

Underground campsites

Client settings

enableCooldownOverlay is false in this pack, so artifacts on cooldown are not shown next to the hotbar. If you want that display, set it to true. cooldownOverlayOffset is 10 pixels from the hotbar, and negative values move it to the left of the hotbar.[7]

showTooltips, showFirstPersonGloves and useModdedMimicTextures are all true. Mimics can therefore borrow textures from Lootr or Quark.[7]

Item tuning worth knowing

Tip: Several artifacts have an enabled toggle in items.toml, such as cloud_in_a_bottle.enabled and strider_shoes.enabled. Both of those are true in this pack.[8]

What changed in Artifacts between versions?

1 part

All the Mods 10 0.51 ships Artifacts 12.0.5. The mod has been in the pack since 0.32 or earlier, so you've likely seen it in earlier versions too.[2]

Changes in the versions around this pack release

  • 12.0.5 (the version in this pack): fixed an issue that stopped night vision effects with infinite duration from working correctly.[2][9]
  • 12.0.4: fixed an issue that let mimics attack immediately after a previous attack was blocked with a shield.[10]
  • 12.0.4: updated the Spanish translation file (es_es.json).[10]

Since 0.51 includes 12.0.5, both of the fixes above are already in your game. Mimics no longer get a free instant attack after you block them with a shield, and infinite night vision effects now work as they should.[2][9][10]

Unverified No pack changelog entries for Artifacts were available, so any changes the pack itself made to this mod across its releases are unverified.

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 0.51 config: config/artifacts/general.toml · pack file
  7. All the Mods 10 0.51 config: config/artifacts/client.toml · pack file
  8. All the Mods 10 0.51 config: config/artifacts/items.toml · pack file
  9. Artifacts 12.0.5 changelog · changelog
  10. 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 · 0.45 to 0.50 · 0.32 to 0.44

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