diff --git a/_de/items/creating_textures.md b/_de/items/creating_textures.md
index c5a208a..ec9d73b 100644
--- a/_de/items/creating_textures.md
+++ b/_de/items/creating_textures.md
@@ -4,7 +4,7 @@ layout: default
root: ../..
idx: 2.2
description: Eine Einführung in die Erstellung von Texturen mit dem Editor Ihrer Wahl und eine Anleitung zu GIMP.
-redirect_from: /en/chapters/creating_textures.html
+redirect_from: /de/chapters/creating_textures.html
---
## Einleitung
diff --git a/_de/items/node_drawtypes.md b/_de/items/node_drawtypes.md
new file mode 100644
index 0000000..0712a58
--- /dev/null
+++ b/_de/items/node_drawtypes.md
@@ -0,0 +1,446 @@
+---
+title: Block Zeichnungstypen
+layout: default
+root: ../..
+idx: 2.3
+description: Ratgeber für alle Zeichnungstypen, einschließlich node boxes/nodeboxes und mesh nodes.
+redirect_from: /de/chapters/node_drawtypes.html
+---
+
+## Einleitung
+
+Die Methode, mit der ein Block gezeichnet wird, wird als *Zeichnungstyp* bezeichnet. Es gibt viele
+verfügbare Zeichnungstypen. Das Verhalten eines Zeichnungstyp kann gesteuert werden
+durch Angabe von Eigenschaften in der Blocktypdefinition gesteuert werden. Diese Eigenschaften
+sind für alle Instanzen dieses Knotens festgelegt. Es ist möglich, einige Eigenschaften
+pro Knoten zu steuern, indem man etwas namens `param2` verwendet.
+
+Im vorigen Kapitel wurde das Konzept der Blöcke und Items eingeführt, aber eine
+vollständige Definition eines Blockes wurde nicht gegeben. Die Minetest-Welt ist ein 3D-Gitter aus
+Positionen. Jede Position wird als Block bezeichnet und besteht aus dem Blocktyp
+(Name) und zwei Parametern (param1 und param2). Die Funktion
+`minetest.register_node` (übersetzt `minetest.registriere_Block`)ist ein wenig irreführend, da sie nicht wirklich
+einen Knoten registriert - sie registriert einen neuen *Typ* von Block.
+
+Die Blockparameter werden verwendet, um zu steuern, wie ein Block individuell gerendert wird.
+`param1` wird verwendet, um die Beleuchtung eines Blockes zu speichern, und die Bedeutung von
+`param2` hängt von der Eigenschaft `paramtype2` der Blocktypdefinition ab.
+
+- [Würfelförmiger Block: Normale und Allflächen](#würfelförmiger-block-normale-und-allflächen)
+- [Glasslike Nodes](#glasslike-nodes)
+ - [Glasslike_Framed](#glasslike_framed)
+- [Airlike Nodes](#airlike-nodes)
+- [Lighting and Sunlight Propagation](#lighting-and-sunlight-propagation)
+- [Liquid Nodes](#liquid-nodes)
+- [Node Boxes](#node-boxes)
+ - [Wallmounted Node Boxes](#wallmounted-node-boxes)
+- [Mesh Nodes](#mesh-nodes)
+- [Signlike Nodes](#signlike-nodes)
+- [Plantlike Nodes](#plantlike-nodes)
+- [Firelike Nodes](#firelike-nodes)
+- [More Drawtypes](#more-drawtypes)
+
+
+## Würfelförmiger Block: Normale und Allflächen
+
+
+
+Der Zeichnungstyp normal wird normalerweise zum Rendern eines Würfelförmigen Blockes verwendet.
+Wenn die Seite eines normalen Blockes an einer festen Seite anliegt, wird diese Seite nicht gerendert,
+was zu einem großen Leistungsgewinn führt.
+
+Im Gegensatz dazu wird der Zeichnungstyp allfaces immer noch die Innenseite darstellen, wenn er auf einen
+soliden Block ist. Dies ist gut für Blöcke mit teilweise transparenten Seiten, wie z.B. den
+Blatt-Block. Sie können den allfaces_optional drawtype verwenden, um den Benutzern die Möglichkeit zu geben, die
+langsamere Zeichnen auszuschalten, in diesem Fall verhält er sich wie ein normaler Block.
+
+```lua
+minetest.register_node("meinemod:diamant", {
+ description = "Alien Diamant",
+ tiles = {"meinemod_diamant.png"},
+ groups = {cracky = 3},
+})
+
+minetest.register_node("default:leaves", {
+ description = "Blätter",
+ drawtype = "allfaces_optional",
+ tiles = {"default_leaves.png"}
+})
+```
+
+Hinweis: Der normale Zeichentyp ist der Standard-Zeichentyp, Sie müssen ihn also nicht explizit
+angeben.
+
+
+## Glasslike Nodes
+
+The difference between glasslike and normal nodes is that placing a glasslike node
+next to a normal node won't cause the side of the normal node to be hidden.
+This is useful because glasslike nodes tend to be transparent, and so using a normal
+drawtype would result in the ability to see through the world.
+
+
+
+```lua
+minetest.register_node("default:obsidian_glass", {
+ description = "Obsidian Glass",
+ drawtype = "glasslike",
+ tiles = {"default_obsidian_glass.png"},
+ paramtype = "light",
+ is_ground_content = false,
+ sunlight_propagates = true,
+ sounds = default.node_sound_glass_defaults(),
+ groups = {cracky=3,oddly_breakable_by_hand=3},
+})
+```
+
+### Glasslike_Framed
+
+This makes the node's edge go around the whole thing with a 3D effect, rather
+than individual nodes, like the following:
+
+
+
+You can use the glasslike_framed_optional drawtype to allow the user to *opt-in*
+to the framed appearance.
+
+```lua
+minetest.register_node("default:glass", {
+ description = "Glass",
+ drawtype = "glasslike_framed",
+ tiles = {"default_glass.png", "default_glass_detail.png"},
+ inventory_image = minetest.inventorycube("default_glass.png"),
+ paramtype = "light",
+ sunlight_propagates = true, -- Sunlight can shine through block
+ groups = {cracky = 3, oddly_breakable_by_hand = 3},
+ sounds = default.node_sound_glass_defaults()
+})
+```
+
+
+## Airlike Nodes
+
+These nodes are not rendered and thus have no textures.
+
+```lua
+minetest.register_node("myair:air", {
+ description = "MyAir (you hacker you!)",
+ drawtype = "airlike",
+ paramtype = "light",
+ sunlight_propagates = true,
+
+ walkable = false, -- Would make the player collide with the air node
+ pointable = false, -- You can't select the node
+ diggable = false, -- You can't dig the node
+ buildable_to = true, -- Nodes can be replace this node.
+ -- (you can place a node and remove the air node
+ -- that used to be there)
+
+ air_equivalent = true,
+ drop = "",
+ groups = {not_in_creative_inventory=1}
+})
+```
+
+
+## Lighting and Sunlight Propagation
+
+The lighting of a node is stored in param1. In order to work out how to shade
+a node's side, the light value of the neighbouring node is used.
+Because of this, solid nodes don't have light values because they block light.
+
+By default, a node type won't allow light to be stored in any node instances.
+It's usually desirable for some nodes such as glass and air to be able to
+let light through. To do this, there are two properties which need to be defined:
+
+```lua
+paramtype = "light",
+sunlight_propagates = true,
+```
+
+The first line means that param1 does, in fact, store the light level.
+The second line means that sunlight should go through this node without decreasing in value.
+
+
+## Liquid Nodes
+
+
+
+Each type of liquid requires two node definitions - one for the liquid source, and
+another for flowing liquid.
+
+```lua
+-- Some properties have been removed as they are beyond
+-- the scope of this chapter.
+minetest.register_node("default:water_source", {
+ drawtype = "liquid",
+ paramtype = "light",
+
+ inventory_image = minetest.inventorycube("default_water.png"),
+ -- ^ this is required to stop the inventory image from being animated
+
+ tiles = {
+ {
+ name = "default_water_source_animated.png",
+ animation = {
+ type = "vertical_frames",
+ aspect_w = 16,
+ aspect_h = 16,
+ length = 2.0
+ }
+ }
+ },
+
+ special_tiles = {
+ -- New-style water source material (mostly unused)
+ {
+ name = "default_water_source_animated.png",
+ animation = {type = "vertical_frames", aspect_w = 16,
+ aspect_h = 16, length = 2.0},
+ backface_culling = false,
+ }
+ },
+
+ --
+ -- Behavior
+ --
+ walkable = false, -- The player falls through
+ pointable = false, -- The player can't highlight it
+ diggable = false, -- The player can't dig it
+ buildable_to = true, -- Nodes can be replace this node
+
+ alpha = 160,
+
+ --
+ -- Liquid Properties
+ --
+ drowning = 1,
+ liquidtype = "source",
+
+ liquid_alternative_flowing = "default:water_flowing",
+ -- ^ when the liquid is flowing
+
+ liquid_alternative_source = "default:water_source",
+ -- ^ when the liquid is a source
+
+ liquid_viscosity = WATER_VISC,
+ -- ^ how fast
+
+ liquid_range = 8,
+ -- ^ how far
+
+ post_effect_color = {a=64, r=100, g=100, b=200},
+ -- ^ colour of screen when the player is submerged
+})
+```
+
+Flowing nodes have a similar definition, but with a different name and animation.
+See default:water_flowing in the default mod in minetest_game for a full example.
+
+
+## Node Boxes
+
+
+
+Node boxes allow you to create a node which is not cubic, but is instead made out
+of as many cuboids as you like.
+
+```lua
+minetest.register_node("stairs:stair_stone", {
+ drawtype = "nodebox",
+ paramtype = "light",
+ node_box = {
+ type = "fixed",
+ fixed = {
+ {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
+ {-0.5, 0, 0, 0.5, 0.5, 0.5},
+ },
+ }
+})
+```
+
+The most important part is the node box table:
+
+```lua
+{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
+{-0.5, 0, 0, 0.5, 0.5, 0.5}
+```
+
+Each row is a cuboid which are joined to make a single node.
+The first three numbers are the co-ordinates, from -0.5 to 0.5 inclusive, of
+the bottom front left most corner, the last three numbers are the opposite corner.
+They are in the form X, Y, Z, where Y is up.
+
+You can use the [NodeBoxEditor](https://forum.minetest.net/viewtopic.php?f=14&t=2840) to
+create node boxes by dragging the edges, it is more visual than doing it by hand.
+
+
+### Wallmounted Node Boxes
+
+Sometimes you want different nodeboxes for when it is placed on the floor, wall, or ceiling like with torches.
+
+```lua
+minetest.register_node("default:sign_wall", {
+ drawtype = "nodebox",
+ node_box = {
+ type = "wallmounted",
+
+ -- Ceiling
+ wall_top = {
+ {-0.4375, 0.4375, -0.3125, 0.4375, 0.5, 0.3125}
+ },
+
+ -- Floor
+ wall_bottom = {
+ {-0.4375, -0.5, -0.3125, 0.4375, -0.4375, 0.3125}
+ },
+
+ -- Wall
+ wall_side = {
+ {-0.5, -0.3125, -0.4375, -0.4375, 0.3125, 0.4375}
+ }
+ },
+})
+```
+
+## Mesh Nodes
+
+Whilst node boxes are generally easier to make, they are limited in that
+they can only consist of cuboids. Node boxes are also unoptimised;
+Inner faces will still be rendered even when they're completely hidden.
+
+A face is a flat surface on a mesh. An inner face occurs when the faces of two
+different node boxes overlap, causing parts of the node box model to be
+invisible but still rendered.
+
+You can register a mesh node as so:
+
+```lua
+minetest.register_node("mymod:meshy", {
+ drawtype = "mesh",
+
+ -- Holds the texture for each "material"
+ tiles = {
+ "mymod_meshy.png"
+ },
+
+ -- Path to the mesh
+ mesh = "mymod_meshy.b3d",
+})
+```
+
+Make sure that the mesh is available in a `models` directory.
+Most of the time the mesh should be in your mod's folder, however, it's okay to
+share a mesh provided by another mod you depend on. For example, a mod that
+adds more types of furniture may want to share the model provided by a basic
+furniture mod.
+
+
+## Signlike Nodes
+
+Signlike nodes are flat nodes with can be mounted on the sides of other nodes.
+
+Despite the name of this drawtype, signs don't actually tend to use signlike but
+instead use the `nodebox` drawtype to provide a 3D effect. The `signlike` drawtype
+is, however, commonly used by ladders.
+
+```lua
+minetest.register_node("default:ladder_wood", {
+ drawtype = "signlike",
+
+ tiles = {"default_ladder_wood.png"},
+
+ -- Required: store the rotation in param2
+ paramtype2 = "wallmounted",
+
+ selection_box = {
+ type = "wallmounted",
+ },
+})
+```
+
+
+## Plantlike Nodes
+
+
+
+Plantlike nodes draw their tiles in an X like pattern.
+
+```lua
+minetest.register_node("default:papyrus", {
+ drawtype = "plantlike",
+
+ -- Only one texture used
+ tiles = {"default_papyrus.png"},
+
+ selection_box = {
+ type = "fixed",
+ fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 0.5, 6 / 16},
+ },
+})
+```
+
+## Firelike Nodes
+
+Firelike is similar to plantlike, except that it is designed to "cling" to walls
+and ceilings.
+
+
+
+```lua
+minetest.register_node("mymod:clingere", {
+ drawtype = "firelike",
+
+ -- Only one texture used
+ tiles = { "mymod:clinger" },
+})
+```
+
+## More Drawtypes
+
+This is not a comprehensive list, there are more types including:
+
+* Fencelike
+* Plantlike rooted - for underwater plants
+* Raillike - for cart tracks
+* Torchlike - for 2D wall/floor/ceiling nodes.
+ The torches in Minetest Game actually use two different node definitions of
+ mesh nodes (default:torch and default:torch_wall).
+
+As always, read the [Lua API documentation](https://minetest.gitlab.io/minetest/nodes/#node-drawtypes)
+for the complete list.