Thanks for the quick reply! And yes, I came on to post the same thing. After some experimentation, I've found the exact same thing: It definitely uses the server settings for the "distance". HOWEVER (I don't know whether this is intentional, but I like it) damaged blocks that are closer to the source are more likely to get repaired than the ones further away. Those furthest away will EVENTUALLY get repaired, but those closer will get repaired quickly. For example:
Blocks closer to the repair block are more likely to get "found" during a tick. If you're on a server like mine where land claim blocks protect a very large area, this will encourage you to create multiple repair blocks and place them in various locations to increase the repair speed.
GREAT mod, and well balanced. I'm a big fan of the cost (6 batteries and 40 steel is no joke) and the slow pace at which it repairs. Definitely balances it out without making it op. And thank GOD it removes the micro-tedium of repairing minor damage in EVERY block. Especially grass/ground.
One request I would have: Is it possible to make it repair spikes? If a spike is damaged without breaking to the next level, it will repair it, but if a spike is broken down to the next level, it won't. For those of us that absolutely SURROUND our bases with spikes, it would be super handy to have it also repair them back to full state.
Thanks for such a handy mod!