They are examples for printing out text in the console whenever an event goes off, not for telling a custom entity what biomes and conditions it can spawn in. I've followed all of HarryTalks' 1.14/1.15 tutorials up to now (he has a play list in order on YouTube) and I haven't had problems like this before. I refuse to believe that I need to subscribe the event when he doesn't have to in the tutorial. Yeah, I know they're old, but the only change that I know of between those versions and the current ones is MCP to Mojang. I shouldn't have to deviate from the tutorial this much to make a simple mob.
I'm going to be royally pissed if I need to go and find myself a third tutorial on how to mod Minecraft. Because then I'll have to delete an entire month's worth of work and start over when I was under the assumption that by this point, I would be able to code in simple entities, dimensions, guis, and items and I could begin actually getting somewhere with my mod. I apologize if I no longer sound polite, but I am angry, depressed, and consumed by the thought that I will have to give up on this project. So I will ask again. Why can't Forge resolve the symbol SpawnListEntry, or in this new version, BiomeLoadingEvent, when in HarryTalks' tutorial, there's no such issue?
Here are each of the error messages. This is all I have.
'getMobSettings()' in 'net.minecraft.world.biome.Biome' cannot be applied to '(net.minecraft.entity.EntityClassification)'
'BiomeLoadingEvent(net.minecraft.util.ResourceLocation, net.minecraft.world.biome.Biome.Climate, net.minecraft.world.biome.Biome.Category, float, float, net.minecraft.world.biome.BiomeAmbience, net.minecraftforge.common.world.BiomeGenerationSettingsBuilder, ...)' in 'net.minecraftforge.event.world.BiomeLoadingEvent' cannot be applied to '(net.minecraft.entity.EntityType<capture<?>>, int, int, int)'