Artifacts in FTB Evolution 2

FTB Evolution 2 1.4.0 ships version 15.1.3 · First seen in 1.0.2

Checked Sep 17, 2026FTB Evolution 2 1.4.0Sources: FTB Evolution 2 1.4.0 modlist.json · Modrinth

Report a mistake on this page

Also in 4 other packs →

Artifacts is a mod in FTB Evolution 2 1.4.0, where it is version 15.1.3. Adds various treasure items that can be found through exploration (Summary from the mod's Modrinth page.)

Changed in 1.4.0

1 new recipe

Compared with 1.3.2, the last version we have recipe data for. Everything that changed in 1.4.0 →

Artifacts guide for FTB Evolution 2

Written for FTB Evolution 2 1.1.0 · also fits 1.0.2 to 1.4.0 · updated Oct 16, 2026

Last verified for FTB Evolution 2 v1.4.0 on Oct 16, 2026 · text last changed Oct 16, 2026

Also applies to:All the Mods 11 0.1.0 to 0.12.0-beta

Sections
6
Recipes shown
3
Items named
1

2 sections are written for this pack; 4 are shared from another pack's guide.

Every recipe and number here was checked against FTB Evolution 2 1.4.0, read from the running game on Oct 17, 2026.

What is Artifacts?

1 part

Same as in the All the Mods 11 0.10.0-beta guide

Artifacts is all about making exploration worth your time. It adds powerful treasure items that you cannot craft, so the only way to get them is to go out and find them.[1]

This pack ships the NeoForge build, version 15.1.3.[2]

Where you find artifacts

  • Chests in vanilla structures. Each artifact only appears in a few chests, so keep exploring.[1]
  • Archaeology.[1]
  • Very rarely, worn by entities.[1]
  • Mimics. These dangerous enemies occasionally spawn instead of a chest in the mod's new underground campsite structure, and they attack players who get too close. A mimic always drops a random artifact when you kill it.[1]

Every item from the mod has its own unique model when you wear it, so you can see what you have equipped.[1]

The mod's project page points to a wiki on GitHub for an up-to-date list of where each item can be found. The sources here do not include that list, so I am not listing individual items or their locations in this overview.[1]

How do you get started with Artifacts?

3 parts

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

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

  1. 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]
  2. Try archaeology. Artifacts can also generate from suspicious sand and gravel.[1][3]
  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]
  4. Kill a mimic if you can handle the fight. Mimics always drop a random artifact when they die.[1]
  5. Keep an eye on skeletons, zombies and piglins. They can very rarely spawn wearing an artifact.[1][3]
Tip: Treat a campsite as a risk-and-reward stop. Be ready for a mimic before you open anything that looks like a chest.[1]

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]

Eternal SteakMod recipe

Smelting

    Recipe id: artifacts:eternal_steak_from_smelting

    This is the furnace (smelting) version.

    Eternal SteakMod recipe

    Smoking

      Recipe id: artifacts:eternal_steak_from_smoking

      This is the smoker version.

      Eternal SteakMod recipe

      Campfire Cooking

        Recipe id: artifacts:eternal_steak_from_campfire_cooking

        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

        Same as in the All the Mods 11 0.10.0-beta guide

        Artifacts is not a machine mod. There is no power, fluid or item automation here, so the mechanics that matter are how you find artifacts, how the underground campsites generate, and what the options around wearing and durability do. The mod's goal is to make exploration more rewarding with powerful items that cannot be crafted.[1]

        Where artifacts come from

        Artifacts turn up in chests in vanilla structures, through archaeology, or (very rarely) worn by entities. Each artifact only appears in a few chests, so you have to explore. Mimics, which sometimes spawn in campsites in place of a chest, attack players who get too close, and they always drop a random artifact when killed.[1]

        The mod has options for each of these routes: how common artifacts are in chests, the chance an artifact generates in suspicious sand or gravel, the chance a skeleton, zombie or piglin spawns with one equipped, and whether an item can be found in structures or drop from entities at all. For the chest rarity option, values above 1 make artifacts rarer, 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 stops artifacts appearing as chest loot.[3]

        Underground campsites

        Campsites are added to every biome in the #minecraft:is_overworld tag, in the underground structures generation step. There is a full campsite and a minimalist campsite. A config option, general.campsite.minimalistCampsites, decides which one generates. When it is off the full campsite is used, and when it is on the minimalist one is used instead.[5][6][7]

        The minimalist version replaces the campsite with a single chest or mimic. Its chest uses the campsite chest loot table.[3][8]

        Both variants use the same placement rules. They share a rarity filter with a chance value of 10, a height range from the campsite settings, and a scan downward through air of up to 8 steps to find a solid block. They also need a ceiling no higher than 6 and a flat enough surface.[6][7]

        The mod's config descriptions list what you can tune: how many times a campsite attempts to generate per chunk (0 stops them generating), the minimum and maximum height, the chance of a mimic instead of a chest, whether campsites can contain light-emitting blocks, and whether wooden chests from other mods are used. Mimics can also use textures from Quark if that option is on.[3]

        Campsite barrel loot

        The campsite barrel loot table has one pool with one roll, gated by a 0.7 random chance. That roll picks either a plain item stack or one of several sub-tables.[9]

        • Plain stacks: cod, salmon, rotten flesh, bone, paper, sugar cane, wheat, book, sugar and coal.[9]
        • Cobblestone sub-table: cobblestone and cobbled deepslate, in stacks.[10]
        • Cobweb sub-table: cobwebs and string.[11]
        • Crops sub-table: potatoes, carrots, beetroot, wheat, melon slices, pumpkins and apples.[12]
        • Food sub-table: bread, pumpkin pie, cake, cookies, mushroom stew and rabbit stew.[13]
        • Minecart sub-table: minecarts (the plain minecart is weighted 4, against chest, furnace and hopper minecarts), plus rails.[14]
        • The barrel table also references sub-tables for TNT, ores, ingots, gems and rails.[9]

        Equipping artifacts

        Artifacts can add slots to the Curios, Trinkets or Accessories menus and be equipped in them, with a separate config toggle for each. One option adds a separate face slot for the Snorkel and Night Vision Goggles, and it works with Trinkets only. Another lets any artifact go in any slot, which needs Curios or Trinkets and is not compatible with Accessories.[3]

        On the client side you can toggle the cooldown overlay next to the hotbar and move it (negative values place it left of the hotbar), tooltips explaining effects, worn artifacts shown on players, and first-person glove models. The show-on-players option only changes what you see, not what other players see.[3]

        Durability

        Artifacts can be given a limited number of uses. The options include whether an item can be damaged or repaired, its maximum damage, and an indestructible setting where the item stays intact but stops working when durability reaches 1. Damage can be charged per activation, per attack, per kill, per ore mined, per second active, per item eaten or drunk, or when the item is consumed. Mending and unbreaking are allowed on artifacts with durability enabled by a separate option.[3]

        Eternal Steak

        The one recipe this pack has for an Artifacts item is Eternal Steak, and it is made by cooking: a furnace, a smoker or a campfire each have their own recipe. The recipe dump lists no item inputs for any of them.[15]

        Eternal SteakMod recipe

        Smelting

          Recipe id: artifacts:eternal_steak_from_smelting

          Smelting recipe for the Eternal Steak.

          Eternal SteakMod recipe

          Smoking

            Recipe id: artifacts:eternal_steak_from_smoking

            Smoking recipe for the Eternal Steak.

            Eternal SteakMod recipe

            Campfire Cooking

              Recipe id: artifacts:eternal_steak_from_campfire_cooking

              Campfire cooking recipe for the Eternal Steak.

              Unverified The sources here show no config files for this mod in the pack, so the pack's actual values for rarity, campsite settings and durability are not confirmed. The loot tables for the full campsite chest and the remaining barrel sub-tables are also not shown. The option descriptions above come from the mod's language file, not from the pack's settings.

              How do you progress through Artifacts?

              2 parts

              Same as in the All the Mods 11 0.10.0-beta guide

              The sources here show no tier ladder for Artifacts in this pack. What they do confirm is where its loot comes from and how the Eternal Steak is made, so that is what this section covers.[9][15][16]

              Unverified The sources here show no quests for Artifacts and no tier or progression order for its items, so the pack's quest book gives no path to describe. The full artifact loot table (data/artifacts/loot_table/artifact.json) is too long to include here, so which artifacts can drop is not shown.

              Where loot comes from

              A Mimic's loot table makes one roll on the artifact loot table. That is the only artifact drop source the sources here confirm.[16]

              Campsite barrels are the other loot source the sources here show. The barrel's pool makes one roll and is gated by a 0.7 random chance. Its entries include plain items such as cod, salmon, rotten flesh, bone, paper, sugar cane, wheat, books, sugar and coal, each in a random stack. It also pulls from sub-tables for TNT, cobwebs, ores, ingots, gems, crops, food, cobblestone, rails and minecarts.[9]

              • The cobblestone sub-table rolls several times, each roll giving cobblestone or cobbled deepslate in a large random stack.[10]
              • The cobwebs sub-table has separate pools: one gives cobwebs and the other gives string.[11]

              The other sub-tables (ores, ingots, gems, crops, food, rails, minecarts and TNT) are not included in the sources here, so I can't tell you what is in them.[9]

              Eternal Steak

              The Eternal Steak has one recipe per cooking method in this pack: campfire, furnace and smoker. The recipe dump lists no item inputs for any of them.[15]

              Eternal SteakMod recipe

              Campfire Cooking

                Recipe id: artifacts:eternal_steak_from_campfire_cooking

                Campfire cooking version.

                Eternal SteakMod recipe

                Smelting

                  Recipe id: artifacts:eternal_steak_from_smelting

                  Smelting version.

                  Eternal SteakMod recipe

                  Smoking

                    Recipe id: artifacts:eternal_steak_from_smoking

                    Smoking version.

                    Which Artifacts config options matter?

                    4 parts

                    Artifacts keeps its settings in two files, general.toml for world and gameplay options and client.toml for what you see on screen. Here is how the pack sets the ones you are most likely to touch. The sources here do not show the mod's own defaults, so I can't say which of these values the pack changed.[17][18]

                    How often you find artifacts

                    • artifactRarity is 2. Values above 1 make artifacts rarer in chests, and doubling the value makes them roughly twice as hard to find. Values between 0 and 1 make them more common.[17]
                    • archaeologyChance is 0.03125, the chance an artifact generates in suspicious sand or gravel.[17]
                    • entityEquipmentChance is 0.00075, the chance that a skeleton, zombie or piglin spawns with an artifact equipped.[17]
                    Tip: If you want artifacts out of chest loot entirely, set artifactRarity to 10000.[17]

                    Underground campsites

                    Campsites are the underground structures where mimics can show up in place of a chest. Mimics always drop a random artifact when killed.[1]

                    Slots and durability

                    Client display options

                    Unverified Per-artifact settings live in config/artifacts/items.toml. That file is not included in the sources here, so I can't tell you how the pack sets any individual artifact.

                    What changed in Artifacts between versions?

                    1 part

                    Artifacts has been part of FTB Evolution 2 since 1.0.2 or earlier, and 1.1.0 ships version 15.1.3 of it.[19]

                    Artifacts 15.1.3

                    This is the version you get in 1.1.0, and it is a bug-fix release. The mod's own changelog lists two fixes:[19][20]

                    • Fixed a crash with NeoForge 26.1.2.100+.[20]
                    • Fixed the Chorus Totem not working and/or crashing the game.[20]

                    If you hit a crash or a broken Chorus Totem on an older build of the pack, these are the fixes that matter for you.[19][20]

                    Sources

                    1. Artifacts project page (modrinth) · official mod data
                    2. All the Mods 11 0.10.0-beta mod list · pack file
                    3. artifacts tooltips and descriptions (English lang file) · official mod data
                    4. All the Mods 11 0.8.0-beta recipe dump: recipes making Artifacts items · pack recipe dump
                    5. data/artifacts/neoforge/biome_modifier/add_campsite.json (artifacts's jar) · official mod data
                    6. data/artifacts/worldgen/placed_feature/underground_campsite.json (artifacts's jar) · official mod data
                    7. data/artifacts/worldgen/placed_feature/underground_minimalist_campsite.json (artifacts's jar) · official mod data
                    8. data/artifacts/worldgen/configured_feature/minimalist_campsite.json (artifacts's jar) · official mod data
                    9. data/artifacts/loot_table/chests/campsite_barrel.json (artifacts's jar) · official mod data
                    10. data/artifacts/loot_table/chests/campsite_barrel/cobblestone.json (artifacts's jar) · official mod data
                    11. data/artifacts/loot_table/chests/campsite_barrel/cobwebs.json (artifacts's jar) · official mod data
                    12. data/artifacts/loot_table/chests/campsite_barrel/crops.json (artifacts's jar) · official mod data
                    13. data/artifacts/loot_table/chests/campsite_barrel/food.json (artifacts's jar) · official mod data
                    14. data/artifacts/loot_table/chests/campsite_barrel/minecarts.json (artifacts's jar) · official mod data
                    15. All the Mods 11 0.10.0-beta recipe dump: recipes making Artifacts items · pack recipe dump
                    16. data/artifacts/loot_table/entities/mimic.json (artifacts's jar) · official mod data
                    17. FTB Evolution 2 1.1.0 config: config/artifacts/general.toml · pack file
                    18. FTB Evolution 2 1.1.0 config: config/artifacts/client.toml · pack file
                    19. FTB Evolution 2 1.1.0 mod list · pack file
                    20. Artifacts 15.1.3 changelog · changelog
                    Where this guide comes from

                    Written from what FTB Evolution 2 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.

                    Was this helpful?

                    Report wrong info

                    A few words are enough, up to 500 characters. Please do not include personal details.

                    Version in each release

                    9 releases, first in 1.0.2
                    FTB Evolution 2VersionJarWhere it came from
                    1.4.0
                    Oct 17, 2026
                    15.1.3artifacts-neoforge-15.1.3.jarFrom the published release
                    1.3.2
                    Oct 16, 2026
                    15.1.3artifacts-neoforge-15.1.3.jarFrom the published release
                    1.3.1
                    Oct 15, 2026
                    15.1.3artifacts-neoforge-15.1.3.jarFrom the published release
                    1.3.0
                    Oct 14, 2026
                    15.1.3artifacts-neoforge-15.1.3.jarFrom the published release
                    1.2.2
                    Oct 13, 2026
                    15.1.3artifacts-neoforge-15.1.3.jarFrom the published release
                    1.2.1
                    Oct 12, 2026
                    15.1.3artifacts-neoforge-15.1.3.jarFrom the published release
                    1.2.0
                    Oct 12, 2026
                    15.1.3artifacts-neoforge-15.1.3.jarFrom the published release
                    1.1.0
                    Oct 10, 2026
                    15.1.3artifacts-neoforge-15.1.3.jarFrom the published release
                    1.0.2
                    Oct 8, 2026
                    15.1.3artifacts-neoforge-15.1.3.jarFrom the published release

                    "From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

                    Items and blocks

                    49 items from the 1.4.0 recipe dump.

                    Config options (how FTB Evolution 2 sets them)

                    400 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.

                    See all 400 settings →

                    Show settings
                    SettingFTB Evolution 2 value
                    cooldownOverlayOffset
                    Location of the artifact cooldown gui element Distance from the hotbar measured in pixels Negative values place the element left of the hotbar
                    config/artifacts/client.toml
                    10
                    enableCooldownOverlay
                    Whether artifacts on cooldown should be displayed next to the hotbar
                    config/artifacts/client.toml
                    true
                    heliumFlamingoOverlayOffset
                    Controls the vertical position of the Helium Flamingo's charge meter
                    config/artifacts/client.toml
                    0
                    showArtifactsOnPlayers
                    Whether worn artifacts should be displayed on players This config option is purely client-side, it does not change what other players see
                    config/artifacts/client.toml
                    true
                    showFirstPersonGloves
                    Whether models for gloves are shown in first person
                    config/artifacts/client.toml
                    true
                    showTooltips
                    Whether artifacts have tooltips explaining their effects
                    config/artifacts/client.toml
                    true

                    Which FTB Evolution 2 mods work with Artifacts?

                    The FTB Evolution 2 mods that share the most recipes with Artifacts. Highlighted ones have a guide.

                    Comments and tips

                    Loading comments...