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Fix for a runtime.
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@@ -231,7 +231,9 @@ turf/proc/update_lumcount(amount, _lcolor, removing = 0)
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l_color = null // All our color is gone, no color for us.
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else if (colors && colors.len > 1)
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var/maxdepth = 3 // Will blend 3 colors, anymore than that and it looks bad or we will get lag on every tile update.
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var/currentblended = MixColors(colors.Copy(1,maxdepth+1))
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var/currentblended = colors
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if (colors.len > maxdepth)
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currentblended = MixColors(colors.Copy(1,maxdepth+1))
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if (currentblended)
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//world << "Ended up with [currentblended]"
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