Although one of the major assets of ranged weapons is the variety of useful ammo types you can use, there are a few that take it too far. Niche ammo types made for specific weapons end up cluttering the game, forcing more micromanagement. While that might be a way to make the parent weapons less viable, specificity isn't a proper way to balance things out. I understand that this may seem heavy-handed, but please see beyond the "pruning" I'm doing here and understand that it's just to keep ammo less granular and easier to manage. You'll notice there are a few weapons here that I left out, like the Snowball Cannon and Bone Glove. For those, I ignored them because they're using ammo that's 1) already throwable and 2) not purchased. This is relatively simple: Stake Launcher -Now fires arrows, turning wooden ones into stakes Candy Corn Rifle -Now fires bullets, turning normal ones into candy corn Stynger -Now fires rockets, turning them into stynger bolts Nail Gun -Now fires rockets, turning them into nails Jack O'Lantern Launcher -Now fires any type of cannonball -Damage reduced to 15 (to compensate for cannonballs' damage) -Use time increased to 40 (1.5 shots/sec) -No longer hits twice upon impact Explosive Jack o'Lantern -Classified as a cannonball -Damage increased from 30 to 300 -Leaves napalm on the ground (similarly to Greek Fire attack) Bunny Cannon -Removed Changelog 3 Dec 2018: As per my own thoughts and several commenters, removed special ammo entirely and made these weapons the only ones able to fire them. One last thing here - what about the balance? One thing that was nerfing a lot of these weapons was the specificity of their ammo, and now that they're universally compatible, they're theoretically stronger. To that I'll answer that a lot of them (all of them except the Stynger) were already niche or outright bad weapons, and frankly they could use a little bit of a buff. There's one that really benefits here, the Candy Corn Rifle, which was previously a godawful choice because of its piercing causing invincibility frames. Now piercing is optional, since it works with any bullet, so if you're willing to bring cursed bullets or something it becomes a mid-ground between the Chain Gun and Megashark. With the Stynger, Rocket I's cost 50 copper to the Stynger Bolts' 75 copper - it's really not a big change, and it won't make the Stynger overpowered or anything. This is just a tiny ripple in the pond, balance-wise.