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RepairVision
Ryan Durand edited this page Jul 30, 2026
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RepairVision scans the area around you for non-terrain, repairable blocks and highlights those that are damaged for you. Colors, scan range, and the threshold at which blocks become highlighted can all be configured.
RepairVision supports Gears for changing your settings easily from within the game, but if you do not use Gears you can modify the RepairVisionConfig.json file directly. This is found in the root of RepairVision folder.
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ToggleRepairVision
A key (or combination of key and modifier key) to bind toggling RepairVision to. If using a combination, separate them by a +, such as "Control+P" or "Shift+L" -
DamageThreshold
A value between 0 and 1 representing the percent of remaining health a block needs to be under to be highlighted by RepairVision, eg. 0.8 would by 80%, 0.2345 would be 23.45% -
ScanRange
How many blocks, in all directions, to look for blocks that should be highlighted. The higher this value the more frames it will take to perform a scan pass to find new blocks that. Note that this is not the effective visible range, as blocks start to fade out about a third of the max scan distance and will fade out completely at about two thirds to prevent new blocks popping in. -
MsPerFrame
How many milliseconds of time per frame RepairVision is allowed to use when scanning. For reference, if you're running at 60FPS, that is 16.7 milliseconds per frame, and then turn on RepairVision with it set to allow 1ms of time per frame, that could maximally make your frame times now 17.7ms per frame, or about 56FPS. There is a lot of assumptions in that math, but basically just know that the more time you allow RepairVision to take per frame the more it could reduce your total FPS while running, where as a lower amount of time will have less FPS impact but will increase how long it takes to perform a single scan pass. If you notice that it seems like blocks are taking a long time to show up, you may have this dialed too low for your hardware specs and should try dialing it up. I am always looking for improvements I can make to improve the performance of the scan passes to minimize their impact on run time perf, but this is a dial you can tweak to (hopefully!) find a sweet spot for you! -
DamageColorLight, DamageColorMedium, DamageColorCritical
These are the colors blocks will highlight in. The color that is used is based on the remaining health relative to the DamageTreshold. Basically it will split the range between 0% and DamageThreshold into three blocks, with Light being used for closest to the threshold, then medium, then critical. For example if DamageThreshold is set to 0.8 (80%), blocks will highlight in the Light color if the damage is between about 53% and 80%, then in Medium between about 27% and 53%, and then Critical between from then on until it is destroyed. The value in the config is a hex color string, you can find these using many tools on the internet, and with the last two characters being 30 to represent that it should have an alpha of roughly 20% so the highlights aren't fully opaque, eg. FF000030 would be a transparent full red color
- Block Colors: Yellow for light damage, orange for medium, and red for critical damage
- Scan Range: 25 blocks
- Damage Threshold: 80%
- Toggle RepairVision: Alt+V
- MsPerFrame: 0.5 (half a millisecond) NOTE: This setting is not exposed in Gears
The scan range is limited to to try to keep processing time in a good place. Right now it does not constrain to objects near a land claim block or anything like that, so any repairable, non-terrain blocks in the world will get lit up if in range.