Artifacts guide for All the Mods 11 0.1.0 to 0.9.0-beta
Artifacts guide for All the Mods 11
Last verified for All the Mods 11 v0.8.0-beta on Oct 16, 2026 · text last changed Oct 16, 2026
A newer release (0.12.0-beta) is out Guide for the current version
Also applies to:All the Mods 10 0.32 to 0.50All the Mons 0.3.0-beta to 1.3.0FTB Evolution 2 1.0.2 to 1.4.0FTB StoneBlock 4 1.1.1 to 1.23.0
- Sections
- 6
- Recipes shown
- 3
- Items named
- 1
5 sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against All the Mods 11 0.8.0-beta's own files.
What is Artifacts?
2 parts
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]
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
Here's the thing to know first: Artifacts is all about exploration. The mod describes its powerful items as ones that cannot be crafted, so your first steps are about going out and finding them rather than following a crafting bench progression.[1]
Where your first artifacts come from
- Loot chests in vanilla structures. Each artifact only appears in a few specific chests, so explore widely instead of re-checking the same spot.[1]
- Try archaeology. Artifacts can also generate from suspicious sand and gravel.[1][3]
- Look for the underground campsite structure the mod adds. Campsites can hold a mimic instead of a chest, and a mimic attacks players who get too close.[1][3]
- Kill a mimic if you can handle the fight. Mimics always drop a random artifact when they die.[1]
- Keep an eye on skeletons, zombies and piglins. They can very rarely spawn wearing an artifact.[1][3]
The craftable item: Eternal Steak
The recipe dump for this pack lists recipes for a single Artifacts item, Eternal Steak. You can make it by cooking in a furnace, a smoker or a campfire. Here are the exact in-pack recipes.[4]
This is the furnace (smelting) version.
This is the smoker version.
This is the campfire cooking version.
Wearing what you find
Artifacts are worn, and the mod can add slots to the Curios, Accessories or Trinkets menus so you can equip them. You can turn these slot options on or off in the mod's general config.[3]
Artifacts also have tooltips that explain their effects, as long as tooltips are enabled in the mod's client config. Read them whenever you find something new.[3]
How does Artifacts work?
6 parts
Artifacts is different from most mods you'll run into in the pack. The sources describe no machines, multiblocks, power, fluids or automation for it. It adds treasure items that you find by exploring, and the "mechanics" are about where they come from, how you wear them and how they wear out.[1]
How you get artifacts
Artifacts are meant to be found, not crafted. They turn up in chests in vanilla structures, through archaeology, or, very rarely, worn by mobs. Each artifact only appears in a few chests, so you'll need to explore widely.[1]
- Archaeology: the mod has a chance setting for an artifact to generate in suspicious sand or gravel.[3]
- Mob gear: skeletons, zombies and piglins can spawn with an artifact equipped, controlled by a chance setting.[3]
- Chest loot: a rarity setting scales how common artifacts are in chests. Values above 1 make them rarer and values between 0 and 1 make them more common. Doubling the value makes them roughly twice as hard to find, and 10000 stops them appearing as chest loot.[3]
Campsites and mimics
The mod adds an underground campsite structure. Occasionally a campsite has a mimic instead of a chest. Mimics are dangerous enemies that attack players who get too close, and they always drop a random artifact when killed.[1]
The mod has settings for how many times a campsite attempts to generate per chunk (0 disables campsites), the minimum and maximum spawn height, the mimic chance, whether light-emitting blocks are allowed, whether wooden chests from other mods are used, and a minimalist mode that replaces a campsite with a single chest or mimic. Mimics can also use textures from Quark if it's present.[3]
Unverified No config files for Artifacts were available, so the pack's actual values for the loot, campsite and mob-equipment settings are unverified.
Equipping artifacts
Every artifact has its own model when worn. The mod can add slots to the Curios, Trinkets or Accessories menus and let artifacts be equipped there. One option adds a separate face slot for the Snorkel and Night Vision Goggles, and it only works with Trinkets. Another lets any artifact go in any slot, and it needs Curios or Trinkets.[1][3]
Durability
Artifacts can optionally have limited uses. When durability is on, the mod can take it away in several ways: per activation, per melee attack, per kill, per ore mined, per second while toggled on, per item eaten or drunk, or when the item is consumed. Individual artifacts add their own triggers, such as the Cloud in a Bottle's double jumps or the Bunny Hoppers' jumps.[3]
Each item has a maximum damage setting. An indestructible option keeps the item intact and stops it working once durability reaches 1, instead of breaking it. Repair uses items from a configurable item tag. Mending and Unbreaking are allowed on artifacts with durability enabled, and the vanilla durability enchantable tag gives finer control.[3]
Cooldowns and client display
Artifacts on cooldown can show next to the hotbar, and you can shift that element in pixels (negative values move it left of the hotbar). The Helium Flamingo's charge meter has its own vertical offset. You can also turn off tooltips that explain each artifact's effects, hide worn artifacts on players (this only changes your own view), and toggle first-person glove models.[3]
The one craftable item: Eternal Steak
The pack's recipe dump shows one Artifacts item with recipes, the Eternal Steak. It can be made by smelting, smoking and campfire cooking. The dump lists no item inputs for any of them, so the exact ingredient isn't confirmed here. The blocks below show the in-pack recipes.[4]
How do you progress through Artifacts?
1 part
The only Artifacts content the pack's recipe data shows is the Eternal Steak. The sources here don't show a tiered progression path for this mod, so there is no tier breakdown to give you.[4]
Eternal Steak
The pack has a campfire cooking recipe, a smelting recipe and a smoking recipe that each produce the Eternal Steak. Whichever of those methods you use, the result is the same item.[4]
The campfire cooking version of the Eternal Steak recipe.
The smelting version of the Eternal Steak recipe.
The smoking version of the Eternal Steak recipe.
The recipe dump lists no item inputs for any of these recipes. The recipe blocks above show exactly what the pack uses, so rely on those rather than this text for the inputs.[4]
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?
3 parts
All the Mods 11 0.8.0-beta ships Artifacts 15.1.3. The mod has been in the pack since 0.0.6 or earlier, so everything below is already in your install. These are the notable changes from the mod's own changelogs.[2]
Artifacts 15.1.3
- Fixed a crash with NeoForge 26.1.2.100 and newer.[5]
- Fixed the Chorus Totem not working and/or crashing the game.[5]
Artifacts 15.1.2
- Fixed a crash with the Trinkets Updated 4.0.0 release candidate build.[6]
- Fixed gloves rendered in first person not respecting cosmetic trinket slots or the cosmetic toggle.[6]
Artifacts 15.0.0
This release ported the mod to Minecraft 26.1.[7]
Sources
- Artifacts project page (modrinth) · official mod data
- All the Mods 11 0.8.0-beta mod list · pack file
- artifacts tooltips and descriptions (English lang file) · official mod data
- All the Mods 11 0.8.0-beta recipe dump: recipes making Artifacts items · pack recipe dump
- Artifacts 15.1.3 changelog · changelog
- Artifacts 15.1.2 changelog · changelog
- Artifacts 15.0.0 changelog · changelog
Where this guide comes from
Written from what All the Mods 11 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: 0.10.0-beta to 0.12.0-beta