I don't think the issue here is misunderstanding what "happens in those lines" - they are literally just taking data output from one node and inputting it to the next. I think the problem here is misunderstanding how the nodes themselves work, what data they're generating or outputting. Your node network makes very little sense to me as-arranged. I'll grant we need more documentation on some of this stuff, but I actually don't understand fundamentally how you're trying to approach this, so I'm not sure how to tell you how to make *this* method work.
That being said I think a simpler and probably easier approach would be to just use a bunch of Surface Layers with altitude masking, adjusting the altitude and fuzzy zone ranges as-desired so that they are in the sequence you want, however many layers/altitude ranges you desire, and either overlapping or not (or some mix of the two), and then simply feed in whatever displacement you want for each layer into the Child Layer input of the Surface Layer. You can either leave color enabled in the Surface Layer, to make each layer a different color, or at least differentiate their colors, or you can add additional shaders to the Child Input chain to add more complex coloration to each layer.
I've attached a very quickly generated example. Note that the strata-like appearance of the middle gray-blue layer is achieved simply by stretching the noise function along one axis. Just thought I'd throw that in there as an idea/example. The main control of positioning between strata layers is in the Surface Layer for each one (named for which layer of strata they are), and then the "Strata Displacement" shaders attached to them provide the actual shape/displacement.
I attached the displacement-providing nodes (Power Fractal nodes) to the Child input rather than Displacement input because I wanted to use the more advanced Displacement controls in the Power Fractal node (e.g. Roughness, Spike Limit), but you could also just attach them to the Displacement input of the Surface Layer, for example so that you could handle color and displacement separately by using other Child nodes. If you do that, though, just keep in mind that the Surface Layer is then taking *color* input and interpreting it as Displacement, so if your Power Fractals aren't outputting color (which I disabled in my example scene), then you won't get displacement in that configuration.
- Oshyan