Artifacts in FTB Evolution 2
FTB Evolution 2 1.4.0 ships version 15.1.3 · First seen in 1.0.2
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
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
- 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
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]
Smelting recipe for the Eternal Steak.
Smoking recipe for the Eternal Steak.
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]
Campfire cooking version.
Smelting version.
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]
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]
- campsite.campsiteCount is 40, the number of times a campsite attempts to generate per chunk. Setting it to 0 stops campsites from generating.[17]
- campsite.minY is -60 and campsite.maxY is 40, so campsites spawn between those heights.[17]
- campsite.mimicChance is 0.15, the probability that a campsite has a mimic instead of a chest.[17]
- campsite.minimalistCampsites is false, so you get full campsites rather than a single chest or mimic.[17]
- campsite.useModdedChests is true, so wooden chests from other mods can be used, and campsite.allowLightSources is true, so campsites can contain light-emitting blocks.[17]
Slots and durability
- slots.enableCuriosCompat, slots.enableAccessoriesCompat and slots.enableTrinketsCompat are all true, so Artifacts is set to add its slots to each of those menus and allow artifacts to be equipped in them.[17]
- slots.removeSlotRestrictions is false, so artifacts stay limited to their own slots. If you turn it on, any artifact can go in any slot, but it requires Curios or Trinkets and is currently not compatible with Accessories.[17]
- slots.addFaceSlot is false. It would add a separate slot for the Snorkel and Night Vision Goggles, but it is Trinkets only and currently not compatible with Curios or Accessories.[17]
- durability.allowDurabilityEnchantments is false, so artifacts with durability enabled can't be enchanted with mending and unbreaking.[17]
Client display options
- showTooltips is true, so artifacts have tooltips explaining their effects.[18]
- enableCooldownOverlay is true, so artifacts on cooldown show next to the hotbar. cooldownOverlayOffset is 10, measured in pixels from the hotbar, and negative values move it to the left of the hotbar.[18]
- heliumFlamingoOverlayOffset is 0. It controls the vertical position of the Helium Flamingo's charge meter.[18]
- showArtifactsOnPlayers is true. This is purely client-side and does not change what other players see.[18]
- showFirstPersonGloves is true, so glove models show in first person.[18]
- useModdedMimicTextures is true, so mimics can use textures from Lootr or Quark.[18]
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
- Artifacts project page (modrinth) · official mod data
- All the Mods 11 0.10.0-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
- data/artifacts/neoforge/biome_modifier/add_campsite.json (artifacts's jar) · official mod data
- data/artifacts/worldgen/placed_feature/underground_campsite.json (artifacts's jar) · official mod data
- data/artifacts/worldgen/placed_feature/underground_minimalist_campsite.json (artifacts's jar) · official mod data
- data/artifacts/worldgen/configured_feature/minimalist_campsite.json (artifacts's jar) · official mod data
- data/artifacts/loot_table/chests/campsite_barrel.json (artifacts's jar) · official mod data
- data/artifacts/loot_table/chests/campsite_barrel/cobblestone.json (artifacts's jar) · official mod data
- data/artifacts/loot_table/chests/campsite_barrel/cobwebs.json (artifacts's jar) · official mod data
- data/artifacts/loot_table/chests/campsite_barrel/crops.json (artifacts's jar) · official mod data
- data/artifacts/loot_table/chests/campsite_barrel/food.json (artifacts's jar) · official mod data
- data/artifacts/loot_table/chests/campsite_barrel/minecarts.json (artifacts's jar) · official mod data
- All the Mods 11 0.10.0-beta recipe dump: recipes making Artifacts items · pack recipe dump
- data/artifacts/loot_table/entities/mimic.json (artifacts's jar) · official mod data
- FTB Evolution 2 1.1.0 config: config/artifacts/general.toml · pack file
- FTB Evolution 2 1.1.0 config: config/artifacts/client.toml · pack file
- FTB Evolution 2 1.1.0 mod list · pack file
- 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.
Report wrong info
Version in each release
9 releases, first in 1.0.2
| FTB Evolution 2 | Version | Jar | Where it came from |
|---|---|---|---|
| 1.4.0 Oct 17, 2026 | 15.1.3 | artifacts-neoforge-15.1.3.jar | From the published release |
| 1.3.2 Oct 16, 2026 | 15.1.3 | artifacts-neoforge-15.1.3.jar | From the published release |
| 1.3.1 Oct 15, 2026 | 15.1.3 | artifacts-neoforge-15.1.3.jar | From the published release |
| 1.3.0 Oct 14, 2026 | 15.1.3 | artifacts-neoforge-15.1.3.jar | From the published release |
| 1.2.2 Oct 13, 2026 | 15.1.3 | artifacts-neoforge-15.1.3.jar | From the published release |
| 1.2.1 Oct 12, 2026 | 15.1.3 | artifacts-neoforge-15.1.3.jar | From the published release |
| 1.2.0 Oct 12, 2026 | 15.1.3 | artifacts-neoforge-15.1.3.jar | From the published release |
| 1.1.0 Oct 10, 2026 | 15.1.3 | artifacts-neoforge-15.1.3.jar | From the published release |
| 1.0.2 Oct 8, 2026 | 15.1.3 | artifacts-neoforge-15.1.3.jar | From 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.
Angler's Hat
Antidote Vessel
Aqua-Dashers
Bunny Hoppers
Charm of Shrinking
Charm of Sinking
Chorus Totem
Cloud in a Bottle
Cowboy Hat
Cross Necklace
Crystal Heart
Digging Claws
Eternal Steak
Everlasting Beef
Feral Claws
Fire Gauntlet
Flame Pendant
Flippers
Golden Hook
Helium Flamingo
Kitty Slippers
Lucky Scarf
Mimic Spawn Egg
Night Vision Goggles
Novelty Drinking Hat
Obsidian Skull
Onion Ring
Panic Necklace
Pickaxe Heater
Plastic Drinking Hat
Pocket Piston
Power Glove
Rooted Boots
Running Shoes
Scarf of Invisibility
Shock Pendant
Snorkel
Snowshoes
Steadfast Spikes
Strider Shoes
Superstitious Hat
Thorn Pendant
Umbrella
Universal Attractor
Vampiric Glove
Villager Hat
Warp Drive
Whoopee Cushion
Withered Bracelet
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.
Show settings
| Setting | FTB 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
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