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diff --git a/wiki/index.md b/wiki/index.md
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--- a/wiki/index.md
+++ b/wiki/index.md
@@ -12,6 +12,7 @@ Here is documentation on functions of the engine (gameplay and modding), and how
- Differences between the other FNF engines
- FAQ
- Troubleshooting
+- Tips & Tricks
- Modding the engine
- Creating songs
- Chart Editor Features
diff --git a/wiki/tips.md b/wiki/tips.md
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--- /dev/null
+++ b/wiki/tips.md
@@ -0,0 +1,91 @@
+---
+author: hifish
+desc: This page has small general tips and tricks.
+lastUpdated: 2025-01-11T23:44:26.934Z
+title: Tips & Tricks
+---
+# Tips & Tricks
+##
Add sprite/object behind or above another
+
+You may have a sprite that you might wanna put above or below another sprite. This is possible using the `insert(position:Int, object:T)` function.
+```haxe
+var blueSolid = new FunkinSprite(200, 200).makeSolid(200, 200, FlxColor.RED);
+add(blueSolid);
+
+var redSolid = new FunkinSprite(250, 250).makeSolid(100, 100, FlxColor.RED);
+insert(members.indexOf(blueSolid)+1, redSolid);
+/*
+This would add the red solid right above the blue solid. If we want it below the blue
+solid, we would use the insert function, like so.
+*/
+insert(members.indexOf(blueSolid), redSolid);
+
+```
+## Set Window Name
+
+Instead of the window name being "Friday Night Funkin' - Codename Engine", you can change it to be whatever you want.
+
+Start by editing or making a script named `global` in `your mod/data`.
+
+Now, you can add these lines.
+
+```haxe
+import funkin.backend.utils.WindowUtils; //Put this at the top of the file.
+
+WindowUtils.winTitle = 'Your Mod Name';
+/*
+This line could either be added outside of a function, or you could put it in
+function new()
+*/
+```
+
+Using this over `window.title` is much better, since it won't reset on state changes.
+
+## Preloading Sprites
+
+It's literally just one line.
+
+```haxe
+graphicCache.cache(Paths.image('your image'));
+```
+
+##
+
+
+
+If you want to add this mod switch menu to your custom mod state, it is relatively simple.
+
+```haxe
+import funkin.menus.ModSwitchMenu; //Import the menu.
+
+if (controls.SWITCHMOD) //Or any sort of event you want this to happen
+{
+ openSubState(new ModSwitchMenu());
+ persistentUpdate = false;
+ persistentDraw = true;
+}
+
+//You can also do the same thing with the editor picker.
+import funkin.editors.EditorPicker;
+
+if (FlxG.keys.justPressed.SEVEN) //Or any sort of event you want this to happen
+{
+ openSubState(new EditorPicker());
+ persistentUpdate = false;
+ persistentDraw = true;
+}
+
+```
+
+## Set BPM for an audio file without code.
+
+You may want an audio file to have a BPM assigned to it, like the menu music.
+
+To do this, navigate to the folder that has the audio you want to assign a BPM to (ex: freakyMenu.ogg).
+
+
+Now, create an .ini file with the same name as the audio file you want to assign a BPM to, and open the file and add `BPM=your bpm value`.
+
+
+
+Please note that you must use `CoolUtil.playMusic()` for the .ini file to have any effect.
diff --git a/wiki/wiki.json b/wiki/wiki.json
index 608ed1c9..8bfb5e4a 100644
--- a/wiki/wiki.json
+++ b/wiki/wiki.json
@@ -4,6 +4,7 @@
["differences", "Differences between other FNF engines"],
["faq", "FAQ"],
["troubleshooting", "Troubleshooting"],
+ ["tips", "Tips & Tricks"],
["modding/index", "Modding The Engine", [
["songs/index", "Creating songs", [
["editor-features", "Chart Editor Features"],