''This module is currently unreleased to the public.''
{{ModuleInfobox
| type = Expansion
| creator = {{UserLink|Bloo}}, {{UserLink|Sparks}}, and {{UserLink|Special}}
| requires = [[Metallurgy]]
| versions = 1.13+
}}
The Defuse Shamir stops creeper explosions around players.
The Defuse Shamir stops creeper explosions around players.
== Details ==
== Features ==
Defuse is a custom shamir which prevents creepers from exploding near players. For details on how to create a cast with metal band, see the [[Metallurgy#Casting Metals|Metallurgy]] page. It is found on a Aluminium Band, and can be placed onto armor. For details on adding a Shamir to an item, see the [[Metallurgy#Attaching Bands|Metallurgy]] page.
[[File:Defuse demo.gif|frame|Defusing a creeper|alt=]]
=== Usage ===
=== Usage ===
With the enchanted armor piece equipped, creepers will not explode around the player. A nearby creeper will not move if a player has a defuse armor item equipped, until the players moves far enough from the creeper.
Creepers within a 6 block radius of a player with a Defuse armor piece will become defused. This means the creeper will not be able to explode. Once a creeper is defused, it will remain defused forever.
==== Limitations ====
=== Compatibility ===
When defused once, the affected creeper will never explode again.
If [[Bat Grenades]] is installed, bats will also become defused when within a 6 block radius of players.
=== Technical Details ===
Technically the creeper can still explode, if a player stands near it for about 27 minutes, but when it does explode, it will not do any damage to blocks or entities. If a defused creeper is ignited with a flint and steel, it will not move or chase the player and will explode after the 27 minutes noted above.
Creepers within a 6 block radius of a player with a Defuse armor piece will become defused. This means the creeper will not be able to explode. Once a creeper is defused, it will remain defused forever.
Compatibility
If Bat Grenades is installed, bats will also become defused when within a 6 block radius of players.
Technical Details
Technically the creeper can still explode, if a player stands near it for about 27 minutes, but when it does explode, it will not do any damage to blocks or entities. If a defused creeper is ignited with a flint and steel, it will not move or chase the player and will explode after the 27 minutes noted above.