The overall mob cap does not affect mob spawners so you do not need to worry about them at all unless they are within 4 blocks of the spawner, which is certainly not the case here (the screenshot shows 4 blocks to each side), plus they must be of the same type of mob (i.e. a skeleton and zombie spawner next to each other would spawn up to 6 of each within the 9x9x9 area, not 6 total), so I highly doubt that anybody has ever had an issue with nearby mobs preventing a spawner from working properly, even in older versions (with +/-4 blocks of spawnable area around the spawner you'd need only 2 blocks of space inside the spawner room in order to have one block of spawnable area outside a one block thick wall).
Of course, that does not account for any issues with the spawner setup itself, such as mobs getting caught up so they take more than 10 seconds to leave the area (the minimum time between spawn attempts); have you actually seen it spawning mobs while active, or are you just counting mobs that funnel down? At the optimal spawn rate you should average one mob every 6 seconds (4 mobs per pack, one pack every 25 (10-40) seconds); they may only be coming down one at a time due to the funneling system.
The highest part of the floor is located just 3 blocks away from the cage, which means that there is no point at all within your chamber where the mobs that spawn will not count towards the cage mob cap. If they get stuck trying to get through the door, you will have less and then zero spawns at all.
To fix this issue, drop the entire floor by 3 blocks. Personally, I do not like this flow design because it encourages mobs to get stuck trying to exit the chamber. I use a wall-length flow pattern with source blocks entirely along one wall that flows to the edge of a trough 2 blocks deep running along the opposite wall and out the corner. This naturally lines up the mobs single-file for a smoother rate of arrival at the kill chamber.
I know this is silly to bring up, but you are within 16 blocks of the spawner to activate it, right?
This is EXACTLY what I was going to say. You state that the elevator and drop is 20 blocks from the spawner. If where you stand is more than 16 blocks from the spawner it will not be triggered and no skeletons will spawn.
I have a world somewhere that has two dungeons so close together (and nearly the same level) that I was able to position the drop halfway between them and am able to stand withing 16 blocks of both spawners. (keeps be busy )
Rollback Post to RevisionRollBack
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The spawner funnels the skeletons up a water elevator and then they fall down and are one hit shots.
-The dropdown place is over 20 blocks away from the spawner
-its pitch black
Idk what else to do
This is the space im working with, its 9 by 9
(I have full bright on so you can see it well)
I will put blocks on top of the spawner, but still they only spawn one at a time
how close can other mobs be before they are considered taking up space?
How close can other mobs be, i am near a cave system
The overall mob cap does not affect mob spawners so you do not need to worry about them at all unless they are within 4 blocks of the spawner, which is certainly not the case here (the screenshot shows 4 blocks to each side), plus they must be of the same type of mob (i.e. a skeleton and zombie spawner next to each other would spawn up to 6 of each within the 9x9x9 area, not 6 total), so I highly doubt that anybody has ever had an issue with nearby mobs preventing a spawner from working properly, even in older versions (with +/-4 blocks of spawnable area around the spawner you'd need only 2 blocks of space inside the spawner room in order to have one block of spawnable area outside a one block thick wall).
Of course, that does not account for any issues with the spawner setup itself, such as mobs getting caught up so they take more than 10 seconds to leave the area (the minimum time between spawn attempts); have you actually seen it spawning mobs while active, or are you just counting mobs that funnel down? At the optimal spawn rate you should average one mob every 6 seconds (4 mobs per pack, one pack every 25 (10-40) seconds); they may only be coming down one at a time due to the funneling system.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I know this is silly to bring up, but you are within 16 blocks of the spawner to activate it, right?
The highest part of the floor is located just 3 blocks away from the cage, which means that there is no point at all within your chamber where the mobs that spawn will not count towards the cage mob cap. If they get stuck trying to get through the door, you will have less and then zero spawns at all.
To fix this issue, drop the entire floor by 3 blocks. Personally, I do not like this flow design because it encourages mobs to get stuck trying to exit the chamber. I use a wall-length flow pattern with source blocks entirely along one wall that flows to the edge of a trough 2 blocks deep running along the opposite wall and out the corner. This naturally lines up the mobs single-file for a smoother rate of arrival at the kill chamber.
This is EXACTLY what I was going to say. You state that the elevator and drop is 20 blocks from the spawner. If where you stand is more than 16 blocks from the spawner it will not be triggered and no skeletons will spawn.
I have a world somewhere that has two dungeons so close together (and nearly the same level) that I was able to position the drop halfway between them and am able to stand withing 16 blocks of both spawners. (keeps be busy )
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX