I don't know what you mean by this
everything I wrote can apply to only feeding berries or only feeding apples, or feeding both. I only used berries as an example.
well, you'll forgive me, but that's not particularly helpful.
The problem, if they do use an internal RGB color, is that RGB 0-255 represents over 16 million different color values and they're crammed into only 85 different dye colors. Each dye would represent, on average, ~200 thousand different color values. So the recipes, even if there weren't any RNG, could vary wildly as you'd only need to hit the range of color that represents a dye. Throw in an RNG component and it gets more complicated.
Because of this, it might be difficult to pin down an exact range for the RNG. However, whatever the range is, it's got to average out to something. +5/-5 doesn't seem like a bad place to start. It well for me, but maybe I got lucky. If people use this idea properly, we might be able to get a better idea whether this consistently overshoots or undershoots the targets. There will be outliers, but you should hopefully be able to ballpark it.
The problem I see with the PNG file is that it's extremely imprecise. It doesn't take into account the RGB values at all. It tries to deal with the colors as states with clear pathways. But the pathways can be anything but clear in some cases. It works well when you're on a single fruit color path or very close to it (for instance getting to blood red is easy, just feed apples). If you deviate from it greatly, such as the case for Soot Black, then it gets harder to make it work. When you get into the darker colors, if you strictly go by feeding one fruit at a time, you're very likely to end up in some weird loops with only guesswork to get out of it.when it's constructed of very precise color paths.
I think careful use of the calculator is probably going to give better results than strictly going off the PNG file because it deals with how the colors relate to each other. But there is a problem I've seen when people use the calculator. They rely too heavily on the calculator's color picker, but because there is some RNG involved and it's very unlikely that the hastily crafted calculator's color picker matches the actual game algorithm. It's not enough to simply get the color picker to guess at the right color. You need to try to target the colors as closely as possible. And more than just getting the values numerically close you also want to try to keep the difference from the target value as small as possible. For instance, R + 6, G+0, B+0 is not as good as R+2,G+2,B+2 because it preserves the ratio of the colors to each other better.
The idea is that every exact dye color represents the center of a color space represented by that color. And you want to adjust where you are to as close to your target's center as possible. Due to the RNG and unknown exact values you are not likely to hit your target space every time, especially if you're far off the center of your own color space. But as you keep heading toward that center, the RNG will average out and you're likely to get closer every time until you hit it.