Artifacts guide for All the Mods 10 0.51
Artifacts guide for All the Mods 10
Last verified for All the Mods 10 v0.51 on Oct 16, 2026 · text last changed Oct 16, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 8
- Recipes shown
- 3
- Items named
- 48
- Quests covered
- 48
Every recipe and number here was checked against All the Mods 10 0.51's own files.
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]
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]
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]
A smoker works, and so do the furnace and campfire versions below.
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]
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]
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]
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]
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]
- Hats: Angler's Hat, Cowboy Hat, Novelty Drinking Hat, Plastic Drinking Hat, Superstitious Hat and Villager Hat.[3]
- Footwear: Aqua-Dashers, Bunny Hoppers, Flippers, Kitty Slippers, Rooted Boots, Running Shoes, Snowshoes, Steadfast Spikes and Strider Shoes.[3]
- Hands: Digging Claws, Feral Claws, Fire Gauntlet, Power Glove, Vampiric Glove and Pocket Piston.[3]
- Necklaces and pendants: Cross Necklace, Flame Pendant, Panic Necklace, Shock Pendant and Thorn Pendant.[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]
Furnace smelting
Smoker
Campfire cooking
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]
- a quest in "?": Rooted Boots[3]
- a quest in "?": Charm of Shrinking[3]
- a quest in "?": Panic Necklace[3]
- a quest in "?": Withered Bracelet[3]
- a quest in "?": Kitty Slippers[3]
- a quest in "?": Scarf of Invisibility[3]
- a quest in "?": Snorkel[3]
- a quest in "?": Strider Shoes[3]
- a quest in "?": Antidote Vessel[3]
- a quest in "?": Steadfast Spikes[3]
- a quest in "?": Charm of Sinking[3]
- a quest in "?": Plastic Drinking Hat[3]
- a quest in "?": Flame Pendant[3]
- a quest in "?": Angler's Hat[3]
- a quest in "?": Night Vision Goggles[3]
- a quest in "?": Warp Drive[3]
- a quest in "?": Thorn Pendant[3]
- a quest in "?": Digging Claws[3]
- a quest in "?": Power Glove[3]
- a quest in "?": Pocket Piston[3]
- a quest in "?": Novelty Drinking Hat[3]
- a quest in "?": Umbrella[3]
- a quest in "?": Flippers[3]
- a quest in "?": Fire Gauntlet[3]
And the rest of the chapter, ending with the follow-up quest for the Eternal Steak.[3]
- a quest in "?": Cloud in a Bottle[3]
- a quest in "?": Everlasting Beef[3]
- a quest in "?": Obsidian Skull[3]
- a quest in "?": Running Shoes[3]
- a quest in "?": Aqua-Dashers[3]
- a quest in "?": Bunny Hoppers[3]
- a quest in "?": Onion Ring[3]
- a quest in "?": Helium Flamingo[3]
- a quest in "?": Chorus Totem[3]
- a quest in "?": Universal Attractor[3]
- a quest in "?": Superstitious Hat[3]
- a quest in "?": Crystal Heart[3]
- a quest in "?": Pickaxe Heater[3]
- a quest in "?": Feral Claws[3]
- a quest in "?": Cowboy Hat[3]
- a quest in "?": Shock Pendant[3]
- a quest in "?": Golden Hook[3]
- a quest in "?": Cross Necklace[3]
- a quest in "?": Villager Hat[3]
- a quest in "?": Vampiric Glove[3]
- a quest in "?": Snowshoes[3]
- a quest in "?": Lucky Scarf[3]
- a quest in "?": Whoopee Cushion[3]
- a quest in "?": Eternal Steak, unlocked after a quest in "?"[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
- artifactRarity is 1. Values above 1 make artifacts rarer in chests and values between 0 and 1 make them more common. Setting it to 10000 stops artifacts from appearing as chest loot.[6]
- archaeologyChance is 0.0625, the chance an artifact generates in suspicious sand or gravel.[6]
- entityEquipmentChance is 0.0015, the chance a skeleton, zombie or piglin spawns with an artifact equipped.[6]
- everlastingBeefChance is 0.002, the chance Everlasting Beef drops when a player kills a cow or mooshroom.[6]
Underground campsites
- campsite.campsiteCount is 40 generation attempts per chunk. Setting it to 0 stops campsites from generating.[6]
- Campsites spawn between campsite.minY at -60 and campsite.maxY at 40.[6]
- campsite.mimicChance is 0.3, the probability a campsite has a mimic instead of a chest.[6]
- campsite.useModdedChests and campsite.allowLightSources are both true, so campsites can use wooden chests from other mods and can contain light-emitting blocks.[6]
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
- helium_flamingo.flightDuration is 8 seconds of flight, and helium_flamingo.rechargeDuration is 15 seconds to recharge.[8]
- snorkel.isInfinite is false, and snorkel.waterBreathingDuration is 15, so the Snorkel's water breathing runs out.[8]
- digging_claws.toolTier is "stone", the mining level the Digging Claws raise you to.[8]
- crystal_heart.healthBonus is 10 extra health points.[8]
- chorus_totem.consumeOnUse is true, chorus_totem.teleportationChance is 1 and chorus_totem.healthRestored is 10. The Chorus Totem is used up after activating, and with a chance of 1 it activates when a player dies.[8]
- warp_drive.hungerCost is 4 hunger points per Ender Pearl thrown with the Warp Drive, and warp_drive.cooldown is 0 seconds.[8]
- everlasting_beef.cooldown and eternal_steak.cooldown are both 15 seconds after eating.[8]
- umbrella.isGlider and umbrella.isShield are both true, so the Umbrella slows your fall and can block as a shield.[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
- Artifacts project page (modrinth) · official mod data
- All the Mods 10 0.51 mod list · pack file
- All the Mods 10 0.51 quests: "artifacts" · pack file
- artifacts tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 0.51 recipe dump: recipes making Artifacts items · pack recipe dump
- All the Mods 10 0.51 config: config/artifacts/general.toml · pack file
- All the Mods 10 0.51 config: config/artifacts/client.toml · pack file
- All the Mods 10 0.51 config: config/artifacts/items.toml · pack file
- Artifacts 12.0.5 changelog · changelog
- 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