Well, there is something like answer to my question…
World Builder:
Instead of individual colour palettes distributions per block, there is now a single global root palette of 255 colours generated to evenly cover all hues with a wide range of luminance and saturation. This means there will no longer be 2 colours of a block that look exactly the same but wont stack, and allows us to assign all the colours sensible names in a future. The root palette is then customised per material.
This structure will also enable in the future extracting pigment from one material and transferring it into another. If Red Gleam is hard to find, then extract the red pigment from some Red Foliage which are bountiful and dye another plentiful gleam red. This system would also support mixing pigments to synthesis hard to find pigments.
This doesn’t mean that Red Gleam will be visually identical to Red Foliage. Each block material is still customised to make it’s individual interpretation of red unique, interesting, and fitting for the material.
This system introduces a large amount of new logic to the World Builder with new nodes to define recipes to generate a palette of colours for a world that will then be assigned out of the 255 base palette instead of manually picking colours (this will be used to get ‘procedural’ coloured worlds for all new worlds in future) and also now drives creature colours so we have a way in future to have coloured drops from both blocks and creatures if we wish.
…but I still confused.
I can imagine picking world colour from uniform palette which can be subjected by colour math. But colour math cannot be used with Base 255 Palette because it’s not uniform. So, how we must to pick colours?