Ok... For those that want to read the first part, this is where i'll explain the UI files itself (if you don't agree, or think i have something incorrect, then please let me know). For those that already know, go onto step 2. Step 1. UI Files. Format for UI Files. I'll just list the ones that some are not sure about... some of the properties are obvious (Based on the title). EDIT: See this thread for a better explanation of the cells in the UI area. - ROOT -- LEGACY: Clsid: Determines whether it is a window, button, text editor, option, bmp, slider, etc. Possible options are, GZWinGen: I think this is to define the entire Popup Window. GZWinTextEdit: Allows us to edit the text within that box. GZWinText: Just a label with information. GZWinBMP: This is a graphic file GZWinSlider: A slider (left to right) which determines local stuff. GZWinBtn: An actual button (like a href=image) feature. GZWinCustom: Custom feature, not sure how to interpret this yet. GZWinFlatRect: Just a rectangle (used to highlight around a label, box, etc) IID: Same thing, except if the clsid is an address (which i don't know what it is), then this will explain what that is doing?? ID: The address of what action (or where) to take it. area: Location on screen of where the text/etc will show up. 0,0 being top left, and i guess 1024x768 or 800x600 for bottom right. fillcolor: color of the fill for the box (0,0,0), in RGB. caption: whatever text you'd like to show up (with a WinTextEdit, the possible choice (ie: (Please enter description here)). transparent: text/image is transparent windows application features. Just like it sounds. image: the Group/Instance of the image. tiptext: the text for the popup tip tipres: the Group/Instance in the ltext file. btnclicksnd: The Group/Instance of what command to run when the command is clicked. (This is where i'm lost!) ---CHILDREN ---LEGACY (All same as above). It will go back and forth in this part to handle all the different UI configurations. So, now that this part has been explained, i'll go onto step 2. Step 2: Creating a new menu. Example: Let's do the example above, where i copied the seaport into the utilities menu. (I'm going to assume you have an understanding of the reader...) 1. First, lets locate TGI (00000000/96a006b0/4992f764). This references the Utility menu. 2. Right click the UI file, and click Copy File. 3. Go to the "loaded dat", right click on the empty space, and click paste. 4. Next, let's locate TGI (00000000/96a006b0/e99237ff). This references the Transporation Menu. 5. Right click the UI file, and click text view. 6. Go to the bottom part on the right, and locate Legacy clsid=GZWinBtn, where the ID is 0xa99234a6. You'll know it is the right one because of the description just below this line. 7. Highlight and copy the line. Besure to copy from at the end of it. (This one is 3 lines itself). 8. Go back to your blank.dat file, right click the UI file, and select "text view". 9. Now, we want to place this new menu option at the end, so we will need to add this new legacy text after the "build sanitary" option. Now paste the entire string into the UI File (assuming you clicked on Edit, made the change, and then clicked apply). 10. Once that is done, we'll need to make it fall in the right location on the menu. Back to the "Area" field, change the values to (68,158,115,195). (I made this these values because if you look at the first 3, they show this combination. 68,8,115,45 - 68,58,115,95 - 68,108,115,145. As you can see, they increment by 50 on each one (second and fourth value).) 11. Everything else can remain the same. 12. Right click where the files are listed, and "reindex", then do it again and "Rebuild directory file". 13. Save your dat in your plugins folder, load a city, and viola! The menu utilities should show you your new menu button. The key here is what your button will do once it is clicked. 0xa99234a6 is linked to somewhere that does this action (which i cannot find?). I know i was asked above to increase the size of the yellow bar so that it fit correctly. All I did was locate the TGI (856ddbac/46a006b0/14215e2a) & (856ddbac/1abe787d/14215e2a), exported it, modified it so that it was extended and imported it into the blank dat). Be sure to use the SAME TGI #'s, else youll have to change the reference id of 0xe992f720 to the new TGI location. You also have to extend the area of 0xe992f720. I extended it from (0,0,110,251) to (0,0,110,351). That'll give the illusion of the longer line). I also decided to add that new tool from above (landscaping), and will explain what i did. 1. Locate TGI (00000000/96a006b0/2bc90671). This references the MAIN menu. Go down until you find id 0x8991ee08. Same as above, copy the text into your blank.dat file. 2. Because the size of the icon is BIGGER than the regular icons, i had to customize the icon. So, i located another menu item of the same size (GI: 46a006b0, 14215e44), and exported it. Made the changes that i wanted to, and imported it back in. But, because that GI is already in use, i changed the instance to 14215e87 (which is the last menu instance used). You will need to make two copies of the same png file. The Type and Instance #'s are the same, but the group # is 1abe787d. 3. After pasting the landscape menu in, modify the image to the new GI code (46a006b0,14215e87). 4. Same as above, change the location of this menu item to fall after the last one. (68,208,115,245). Reindex, rebuild directory and save. You should now have a new landscaping menu button in your utilities! This is as far as i got with my research today. I wasn't able to figure out how to make the landscape menu come up to the right of its new location, but the selection acts as if you clicked it above. I hope this clears up some of the UI and menu options on how it is done. If any of this is confusing, please don't hesitate to ask! I'm planning on seeing if i can change any other UI locations. Wish me luck! EDIT: I added the menutest1.dat file that i used in testing this. This way you can see what I had done to make this work.