Every Music Disc and How to Get One
Twelve discs are farmable, the rest are pure loot. Where every Minecraft music disc comes from, the exact drop rules, and how to display the set.
Fourteen of Minecraft's music discs are renewable. A creeper farm and one trapped skeleton will print twelve of them forever, in any quantity you like, and two more fall off mobs you can hunt on repeat. The other seven are pure loot, scattered across bastions, dungeons, strongholds, ancient cities, trail ruins and trial chambers, and no amount of farming will ever produce them.
Split the list into those two piles and a full set stops being a lucky-day collection and turns into a checklist. Java Edition 1.21.x finishes with 21 discs: 19 at 1.21, plus Tears in 1.21.6 and Lava Chicken in 1.21.7. Here is where every one of them lives.
The creeper trick, and why it works
A creeper's loot table carries one extra condition. If the mob credited with the kill is a skeleton, stray, bogged or wither skeleton, the creeper drops one random music disc on top of its gunpowder.
That drop is guaranteed, it is exactly one disc, and Looting does nothing to it. Enchanting your sword is pointless here because you are not the one holding the murder weapon.
The pool is the twelve original C418 tracks:
- 13
- Cat
- Blocks
- Chirp
- Far
- Mall
- Mellohi
- Stal
- Strad
- Ward
- 11
- Wait
Nothing else is in that pool. Pigstep, Otherside, 5, Relic and the trial chamber discs will never fall out of a creeper no matter how many hours you feed it.
Two of the twelve double as chest loot. 13 and Cat generate in monster room (dungeon) chests and woodland mansion chests at roughly one chest in five, and in ancient city chests a little less often. The other ten come off creepers or nowhere.
Here is the part that catches people out: hostile mobs do not pick fights with each other. A skeleton will never choose a creeper as a target. What actually happens is that the skeleton is shooting at you, and the creeper is standing in the flight path. Every disc farm ever built is really a firing line — skeleton at one end, player at the other, creepers walking through the middle. A creeper that takes a stray arrow can turn on the skeleton that hit it, which is the one good reason to keep the cage out of blast reach.
Turning a creeper farm into a disc farm
- 1.Get a creeper farm producing, then divert the mobs into a flat lane instead of straight into the crusher. The build in the creeper farm guide converts easily.
- 2.Trap one skeleton where it cannot move or burn. A minecart or boat under a full roof works — no sunlight, no wandering off.
- 3.Give its arrows a clear path at head height. A one block gap in front of the skeleton is enough; solid glass or a full block in the way and you get nothing.
- 4.Stand in the line of fire with the creeper lane between you. Stay inside 16 blocks, because that is a skeleton's tracking range — other hostile mobs track much further, but this one does not. Step out of that range and the skeleton simply stops shooting.
- 5.Hold a shield. Every arrow that misses a creeper is aimed squarely at your chest.
Hoppers under the lane catch the drops. Music discs do not stack, so a productive session fills chest slots fast.
Discs you have to go and find
Pigstep — bastion remnants only
Pigstep generates in bastion remnant chests and nowhere else, at roughly one chest in eighteen. It rides in the generic chests, not the treasure room, bridge or hoglin stable chests, so a bastion is worth walking through properly rather than grabbing the gold blocks and leaving. Remember that opening a chest angers nearby piglins even when you are wearing gold armour — the golden trousers buy you calm walking, not free looting.
Otherside — dungeons, strongholds, ancient cities
Otherside turns up in monster room (dungeon) chests, stronghold chests, and every ancient city chest type except the ice boxes. Dungeon and stronghold odds sit at roughly 3 percent per chest, so grinding dungeons for it is slow. Ancient cities run at more than double that rate per chest, and you open many chests in one trip, which makes them the far better bet.
5 — nine fragments, never a whole disc
Disc 5 never generates complete. Ancient city chests (again, not the ice boxes) contain Disc Fragment 5, and nine fragments fill a crafting grid to produce the disc. That makes a single ancient city sweep worth doing properly rather than grabbing the enchanted golden apple and leaving. If the Warden is the reason you have been avoiding them, the deep dark and Warden guide covers looting a city without ever waking it.
Relic — brushed out of trail ruins
Relic comes from brushing suspicious gravel in trail ruins, sitting in the same rare pool as the four trail ruins smithing templates, at around 8 percent. Bring several brushes and bring patience. Critically, mine that gravel and the item inside is destroyed — the brush is not optional, it is the only way the loot exists. If you are digging there anyway, the armour trims guide explains what the other rare results are worth.
Precipice, Creator and Creator (Music Box) — trial chambers
All three arrived with 1.21, and they do not share a source:
- Precipice is ordinary vault loot, at a low single-digit chance per vault you unlock with a trial key.
- Creator only generates in ominous vaults, which means running the chamber under Trial Omen and collecting ominous trial keys. No omen, no Creator.
- Creator (Music Box) is not in a vault at all. It sits in the decorated pots in the chamber corridors, at about 1.4 percent per pot, so break pots as you pass them.
Most players clear a chamber, open every vault, walk past a hundred pots and conclude the disc is not there. The trial chambers guide covers key farming and the ominous run in detail.
Two mob drops that are not creepers
Tears (added in 1.21.6) drops from a ghast killed by its own deflected fireball. Hit the fireball back at the ghast and let it finish the job. Kill the ghast any other way and the only tears you are getting are the ordinary ghast tears.
Lava Chicken (added in 1.21.7) drops from a chicken jockey — a baby zombie riding a chicken — but only when the zombie dies before the chicken does. Kill the bird first and the drop is gone for good. On Java, baby husks, drowned, zombie villagers and zombified piglins riding chickens do not count either. Jockeys are genuinely rare: roughly 5 percent of zombies spawn as babies, and only about 5 percent of those spawn mounted. Use a precise weapon and no splash damage, because a sweeping hit that clips the chicken first costs you the disc.
Both mobs keep spawning forever, which is why the renewable pile is fourteen and not twelve.
Newer than 1.21
Bounce, by fingerspit, arrived with the Chaos Cubed drop in 26.2. It generates in chest minecarts inside mineshafts, but only where the mineshaft cuts through a sulfur cave, and there it is common at roughly 42 percent per chest minecart. Ordinary mineshafts in ordinary caves hold no discs at all. If you are playing 1.21.x, it does not exist in your world yet.
What the jukebox actually does
A jukebox is eight planks around one diamond. Use a disc on it to load it, use it again to eject.
- The music carries 64 blocks, then it is silent — it keeps playing, you just cannot hear it.
- A track plays once and stops. The disc stays inside until you take it out, so a quiet jukebox is not an empty one.
- Hoppers and droppers can push a disc in, and a hopper underneath pulls it back out once the track ends — while a disc is playing the jukebox powers that hopper and locks it.
- Tamed parrots and allays dance within about 3 blocks of a playing jukebox, and a dancing allay is the only one you can duplicate with an amethyst shard. That alone justifies a jukebox in your item-sorting room.
- Since 1.21, jukebox songs are data-driven, so a data pack can add custom tracks with their own length and signal value.
The comparator output, disc by disc
A comparator reading a jukebox outputs a signal strength that identifies the disc inside, and it holds that output for as long as the disc is stored — even after the music has ended. The original twelve run in exactly the order listed above, 1 through 12: 13 gives 1, Cat gives 2, on to Wait at 12. Pigstep gives 13, Otherside 14, and disc 5 maxes it out at 15.
Here is the catch nobody expects. There are more than 15 discs and only 15 signal strengths, so the newer ones reuse numbers:
- Bounce shares 8 with Stal
- Lava Chicken shares 9 with Strad
- Tears shares 10 with Ward
- Creator (Music Box) shares 11 with 11
- Creator shares 12 with Wait
- Precipice shares 13 with Pigstep
- Relic shares 14 with Otherside
Relic broke the run of unique values first, back in 1.20, and every disc added since has doubled up on a number already in use. Any "which disc is in the box" readout built on unique values was only ever correct through 1.19. If you want to build one anyway, the comparators guide explains reading container contents properly.
Displaying a collection
Item frames are still the cleanest answer. Twenty-one discs fill a 7 by 3 wall exactly, so leave yourself a spare column if you ever plan to update — Bounce already makes 22. A deepslate, blackstone or dark-wood backdrop makes the coloured labels read from across the room, and glow item frames keep them legible in an unlit gallery.
Three things that make a disc wall better than a disc chest:
- Hang an empty frame for each disc you are missing. Your wall becomes the checklist, and you stop re-reading loot lists to work out what is left.
- Keep spares somewhere else. Discs do not stack, so one duplicate set costs 21 slots. A single shulker box swallows a full spare set and travels with you — see shulker boxes and end cities.
- Do not build the gallery in creeper range. An explosion takes out frames and their contents in one go. Light the room properly and slab the roof.
A jukebox per disc looks spectacular and costs a diamond every time. One jukebox with a chest and a hopper beside it does the same job for one diamond.
Mistakes that cost people discs
- Landing the last hit yourself. Only the skeleton's kill counts, and the game does not tell you who got credit.
- Standing too far from the caged skeleton. Beyond 16 blocks it loses you as a target and stops firing, and the farm looks broken when it is only bored.
- Digging suspicious gravel. Brush it or lose it.
- Waiting on a creeper farm to finish the set. It stops at twelve, permanently.
- Skipping trial chamber pots. Creator (Music Box) is not in any vault.
- Hunting discs in the wrong structures. Pillager outposts, villages, desert temples and ocean monuments generate no music discs at all, however tempting their chests look. In 1.21.x the lists that matter are dungeons, woodland mansions, strongholds, ancient cities, bastion remnants, trail ruins and trial chambers; mineshafts only join them from 26.2.
Farm the fourteen, then plan one trip per structure for the rest. That is the whole collection, and it is a weekend rather than a career.