@nosloppy may be using a slightly changed version of the editor is all. That part shouldn’t matter as I’ve used his version and it all relies on the same stuff.
tl;dr advisory and I could well be completely wrong with my thinking here.**
@Sabersense Maybe a rewrite or even expanding that line of code with more parameters (if that’s a thing) so there’s more to go off of and less chance of errors will solve it? Where I am going w this is the way you have the playing of the colors timing-wise and layered it appears that there’s a point where all the different colors meet a point in time where they all stack up and the board is interpreting (or it just happens based on the culmination of a combined value set) it as all those values are not as individuals playing among each other and each coming and going out of play. Instead it’s reading them as a group, all at once, in a specific point in time, with all the values added and stacked resulting in a “spiked” value which at that point if you add everything up can be a very bright color, in this case white. Picture 4 people with flashlight beams dancing on a wall, each round a different shade and output value of the same theme. What happens when randomly, or through subtle influence they all meet at the same time? You get a bright spot. To paraphrase, you got a lot of fuel going in at times all at once. **I am not 100% sure here and hopefully this makes sense to those w more knowledge since I am pulling from a past experience with fuel mapping.
So, skipping all that, LMK if this works better or switch the line to a pulsing effect instead.
StylePtr<IgnitionDelay<100,Layers<Rgb<180,20,0>,InOutTrL<TrConcat<TrFade<200>,Rgb<2,0,0>,TrFade<300>,Rgb<30,4,0>,TrFade<400>,Rgb<80,10,0>,TrFade<300>>,TrConcat<TrFade<1500>,Rgb<80,10,0>,TrFade<200>,Rgb<40,4,0>,TrFade<100>,Rgb<5,0,0>,TrFade<100>>>>>>(),