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Spiders are controlled by light, not the clock. In a sufficiently dark area they become hostile, even if it is daytime above ground. They climb vertical surfaces, attack by jumping and biting, and can provide string and spider eyes when the kill conditions are met. For a dependable spider-eye supply, most community farms use a cave-spider spawner in an abandoned mineshaft; for either type, test light and drop behavior in the exact Minecraft edition and version you play because published thresholds and Looting percentages disagree.
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How spider behavior works
Neutral does not mean harmless
A normal spider is neutral while its surroundings are bright enough for the rules used by your edition. When the local light is low, it can target a player and attack with leaps and bites. A spider that was neutral can therefore become aggressive when you enter a darker cave, tunnel or unlit room.
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Why a spider may attack during the day
Daylight in the sky is not the deciding condition. Aggression follows the light level at the spider’s location. A spider inside a dark cave can remain hostile during daytime, while a spider exposed to enough light can be neutral at night. Light from the sky, torches and other sources can change the result locally, so check the block where the spider is standing rather than the time shown by the sun.
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The light threshold is not settled across sources
Community references do not agree on one universal cutoff. An ExitLag guide reports that spiders are neutral at light level 12 or higher and hostile at 11 or lower. A Fandom cave-spider reference describes cave spiders as neutral in daylight or at light level 9 or above and hostile below that. Those statements may reflect different mob types, editions or revisions. Treat them as working reports, not a guaranteed cross-version rule.
- Build with a controllable light source so you can test the result instead of assuming a number.
- Observe the mob in the exact edition and version you use, especially when designing a farm.
- Remember that removing a roof or opening a shaft can change the local light and therefore the mob’s attitude.
Spider versus cave spider
Both mobs climb and can supply string and spider eyes, but their practical farming sources differ. The comparison below focuses on the distinctions relevant to a farm.
| Characteristic | Spider | Cave spider |
|---|---|---|
| Typical farming source | Spider spawners in dungeons or cobweb-filled rooms are used by community designs. | Spawner blocks in abandoned-mineshaft areas are the usual target because the location can be controlled. |
| Reported drops | String and spider eyes; the amount and eye chance depend on the kill conditions and Looting. | 0–2 string plus a chance of a spider eye when killed by a player or tamed wolf; Looting can raise the maximum number of eyes. |
| Light sensitivity | Published neutral/hostile thresholds conflict; test in your edition. | A community reference gives a different daylight/light-level description from the one commonly quoted for ordinary spiders; test rather than mixing the rules. |
| Best use | String production or a farm built around a conveniently located spider spawner. | Spider-eye production when a usable mineshaft spawner is available. |
The table is a planning aid, not a promise that every spawner will behave identically. Edition, version, room geometry and the way mobs are killed all matter.
What spiders drop
String and spider eyes
Community guides list string and spider eyes in the spider drop pool. A kill is not a guaranteed delivery of every item: treat the list as possible loot, not a per-kill checklist. Cave spiders are specifically described as dropping 0 to 2 string and having a spider-eye chance when a player or tamed wolf makes the kill.
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The kill must qualify for the drops you want
For the listed spider-eye drops, use a player or a tamed wolf as the killing agent. A farm that lets mobs die from an unrelated mechanism may produce a different result or fail to award the expected eye drop. Before automating a design, test a small number of kills and inspect the collection chest.
What Looting changes
Looting is intended to improve spider-eye output, but published percentages conflict. The following figures are reports from community references, not a single verified table:
| Reference | Reported result for Looting III | How to interpret it |
|---|---|---|
| ExitLag guide | Up to a 0–4-eye result with an 88.89% chance; it reports 33.33% without Looting. | One guide’s figures; the conditions and version are not stated. |
| Minecraft Wiki video summary | 66% chance and up to four eyes. | Conflicts with the ExitLag percentage. |
| Beebom | 66.67% chance with Looting III. | Close to the wiki-video figure but still not an independently confirmed value. |
| Fandom spider-eye page | No-eye chance expressed as 2 ÷ (Looting + 3), which gives one-third at Looting III. | A formula presentation that does not align cleanly with every quoted table. |
| Minecraft Wiki spider-eye table summary | No-eye chances of 1/3, 1/6 and 1/9 for Looting I, II and III, implying 8/9 at Looting III. | The most detailed breakdown in the supplied references, but not confirmed by a second source. |
Because these claims cannot all be true at once, do not promise a specific percentage in a farm guide. If output matters, run a controlled in-game test: kill a large, consistent sample with the same weapon and Looting level, record eyes per kill, and compare it with a no-Looting sample. Treat that observation as edition-specific rather than a universal rule.
How to get spider eyes reliably
- Choose the target. Use an ordinary spider source for string and general spider drops. Choose a cave-spider spawner when spider eyes are the priority and you can safely reach a mineshaft.
- Verify the spawner. Watch the cage and identify the mob before investing in construction. A nearby spider or cave-spider spawner is more valuable than an elaborate plan built around the wrong block.
- Make the room controllable. Clear enough surrounding space to see where mobs appear, then add temporary lights while working. Remove or reposition lights only after you are ready to test spawning.
- Provide a safe kill position. Keep the player behind a barrier that blocks bites and jumps while leaving a controlled opening for attacks. Because spiders climb, inspect every side and ceiling for routes around the barrier.
- Use a qualifying killer. For the eye drop described in community references, finish the kill with the player or a tamed wolf. If a mechanical fall, suffocation or other damage source is part of the design, test whether the final blow still qualifies before relying on the output.
- Separate collection from the kill test. Run the farm briefly, then inspect the storage area for string and eyes. This catches blocked paths, missed drops and an incorrect assumption about the mob type.
- Add Looting only after the basic farm works. A Looting weapon may improve eye yield, but the exact percentages are disputed. Establish a baseline first so you can measure the change in your own edition.
Building a cave-spider farm
Why a mineshaft spawner is the usual choice
Cave-spider spawners occur in abandoned mineshafts, and community guides recommend them for eye farms because the spawner’s location can be controlled. Once you have isolated the correct cage, you can shape the surrounding room and route mobs toward a protected collection point.
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- Approach through a lit route and mark the way back. Mineshafts contain dark passages and cobwebs, both of which can obstruct movement.
- Light the spawner area while clearing it. This prevents unwanted spawns while you work; the exact light behavior should be checked in your edition.
- Remove enough surrounding obstruction to observe the entire spawning space. Do not assume the visible corridor is the whole effective area.
- Keep a temporary escape route. A cave-spider farm is not worth losing equipment to a cramped, climbing mob.
Shape movement instead of relying on walls alone
Cave spiders can climb, so a successful design must guide them with a combination of floor shape, water or another transport method, barriers and a protected player position. The precise layout varies with the available mineshaft room and the edition’s spawning behavior. Build one section at a time and test whether mobs move toward the intended kill point rather than spreading over the ceiling.
Design the kill and collection point
The collection point should let you reach the mobs safely and deliver the qualifying final hit. Leave enough visibility to confirm that the target is a cave spider, and keep storage close enough that dropped string and eyes cannot be overlooked. If the farm uses an automated damage stage, test a manual kill first; automation that changes the final damage source can change the loot result.
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Run the farm for a fixed interval and record the number of string and spider eyes. Repeat under the same conditions after adding Looting. This approach is more useful than copying a percentage that may belong to another edition or source table.
Using an ordinary spider spawner
Spider spawners in dungeons and cobweb-filled rooms are common community farming sources. The same principles apply: identify the spawner, make the room controllable, account for climbing, protect the player and verify the final hit. A convenient ordinary-spider spawner can be the best option when no cave-spider spawner is nearby, especially if string is more important than eyes.
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Do not infer a universal dungeon-spawner rate from unsourced summaries. The available community material does not provide a verified spawn-rate figure, so farm performance should be measured in your own world.
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Why a spider farm may fail
“The spiders are not attacking during the day.”
Check the light at the spider’s feet, not the time of day. A dark cave remains dark enough for hostility while the surface is in daylight. Conversely, a light source placed near the mob may make it neutral. Because references disagree about the exact threshold, adjust the light experimentally in the edition you play.
“Spiders are escaping the chamber.”
Inspect walls, fences, corners and the ceiling. Climbing lets a spider bypass a barrier that would stop a normal ground mob. Seal alternate vertical routes and watch a test mob before scaling the room.
“The farm produces string but few or no eyes.”
Confirm the mob type, then confirm who delivers the final blow. The eye drop is described for player or tamed-wolf kills, and it is chance-based rather than guaranteed. Once those conditions are correct, test Looting with a controlled sample instead of assuming one published percentage.
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“The spawner stopped producing.”
Check whether temporary lights are still active, whether mobs are accumulating outside the intended kill area and whether the room has been blocked by cobwebs or construction. Restore the original test setup, observe one spawn cycle and then change one variable at a time.
“A copied tutorial gives different results.”
Compare edition, version, mob type, light setup and kill method. A threshold or Looting table from one source may not apply to another. Treat the tutorial’s layout as a starting geometry, not proof that its rates or percentages are universal.
A practical testing checklist
- Record your Minecraft edition and version before changing the farm.
- Test an ordinary spider and a cave spider separately; do not assume their light descriptions are interchangeable.
- Measure light at the mob’s location while changing one lamp or opening at a time.
- Run a no-Looting sample, then a Looting sample with the same kill method.
- Keep player/tamed-wolf kills separate from other damage sources.
- Count string and spider eyes independently; a loot pool is not a guaranteed bundle.
- Inspect ceilings and vertical corners whenever mobs escape.
- Write down the result so a later version change can be identified rather than mistaken for random failure.
Key takeaways for a spider farm
Use light to control aggression, not the day-night cycle. Account for climbing in every barrier. Expect string and spider eyes as possible loot, and use a player or tamed wolf for the eye-drop condition described by community references. Cave-spider mineshaft spawners are the standard eye-farm starting point, while ordinary spider spawners can be useful for string or when they are easier to reach. Finally, verify the light cutoff and Looting yield in your own edition: the published numbers are inconsistent and no version-tagged official reference was identified for them.
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