Why does material.setColor not work when used in another function?,

Hey, I used a script to change the color of a block. If i use it in the Awake function, it works perfectly. But if i use it in another function (UpdateColor) it doesn’t. Or did i just mess up something simple?
Code:

public class RandomColor : MonoBehaviour {
        [HideInInspector]
        public Color c;
        Renderer rend;
    
        void Awake () {
            rend = GetComponent<Renderer>();
            rend.material.shader = Shader.Find("Standard (Specular setup)");
            // if (s.Equals(rend.material.shader)) Debug.Log("HAY");
            c = new Color(Random.Range(0, 0.15f), 0.9f, Random.Range(0, 0.15f));
            rend.material.SetColor("_SpecColor", c);
        }
    
        public void UpdateColor()
        {
            rend.material.SetColor("_SpecColor", c);
        }
    }

Calling of the UpdateColor method:

GameObject o = Instantiate(block, new Vector3(x, heights[x, y] - k, y), Quaternion.identity);
o.GetComponent<RandomColor>().c = World.c_stone;
o.GetComponent<RandomColor>().UpdateColor();

World.c_stone was actually new Color(140, 140, 140). But Color only allows Values between 0 and 1. So it got confused and rendered the cube black.