Looks like one of your mod files is corrupted/incomplete - it probably didn't download properly.
The error doesn't say which mod file causes the problem.
Or maybe it is because support has ended for 1.16.5
https://github.com/Jetug/PowerArmorMod/blob/a5b8089b7db5768af646f9776890aa1ce694b936/build.gradle#L37
You don't even show the error. You truncated it.
All I can tell you is it is one of these mods with a broken/conflicting mixin
Check you have the latest version of these mods.
The ones that were added by the dodgy software you downloaded
that redirect your network requests away from mojang's site to who knows where?
There are no other entries in your hosts file.
There are many different ways to do this.
The simplest would be entity.setCustomName() see NameTagItem.
Another would be to override renderNameTag() in your EntityRenderer if you want to keep the stats separate from the custom name.
Looks like you don't have forge's maven in your plugin repositories?
example from the mdk: https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/mdk/settings.gradle
It uses it for the particles and determining the texture to use. You can use it for the actual entity rendering.
I was just pointing out the pattern for setting the color at entity creation time and getting that data to the client.
Click "show all versions" then next the installer you want to download is an "i". Hover over that for the direct download link.
The real fix is to uninstall your broken browser plugin(s) and/or clear your browser cache.
I know virtually nothing about fluid rendering, but why wouldn't you retrieve the fluid color "lazily" either when you create the projectile or less efficiently during the rendering?
e.g. see how the arrow handles the potion color for tipped arrows (ID_EFFECT_COLOR).
The code for the bow is hardcoded, see AbstractClientPlayer.getFieldOfViewModifer()
But you can do your own similar logic by subscribing to ComputeFovModifierEvent
The same code. Those ItemProperties.registers needs to be called within an enqueueWork() so they run on the main render thread instead of concurrently with other mods doing the same thing.