diff --git a/chapters/node_drawtypes.md b/chapters/node_drawtypes.md
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+---
+title: Node Drawtypes
+layout: default
+root: ../
+---
+
+Introduction
+------------
+
+In this chapter we explain all the different types of node drawtypes there are.
+
+First of, what is a drawtype? A drawtype defines how the node is drawn onto the screen,
+they are sent along with the node definition to the client where
+
+* Normal
+* Airlike
+* Glasslike
+* Glasslike_Framed
+ * Glasslike_Framed_Optional
+* Allfaces
+ * Allfaces_Optional
+* Torchlike
+* Nodebox
+
+This article is not complete yet. These drawtypes are missing:
+
+* Signlike
+* Plantlike
+* Firelike
+* Fencelike
+* Raillike
+* Mesh
+
+Normal
+------
+
+
+
+This is, well, the normal drawtypes.
+Nodes that use this will be cubes with textures for each side, simple-as.\\
+Here is the example from the [Nodes, Items and Crafting](nodes_items_crafting.html#registering-a-basic-node) chapter.
+Notice how you don't need to declare the drawtype.
+
+{% highlight lua %}
+minetest.register_node("mymod:diamond", {
+ description = "Alien Diamond",
+ tiles = {
+ "mymod_diamond_up.png",
+ "mymod_diamond_down.png",
+ "mymod_diamond_right.png",
+ "mymod_diamond_left.png",
+ "mymod_diamond_back.png",
+ "mymod_diamond_front.png"
+ },
+ is_ground_content = true,
+ groups = {cracky = 3},
+ drop = "mymod:diamond_fragments"
+})
+{% endhighlight %}
+
+
+Airlike
+-------
+
+These nodes are see through, and thus have no textures.
+
+Liquid
+------
+
+
+
+These nodes are complete liquid nodes, the liquid flows outwards from position using the flowing liquid drawtype.
+For each liquid node you should also have a flowing liquid node.
+
+{% highlight 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",
+ -- ^ light goes through node
+
+ 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, -- The player can't build on it
+
+ alpha = WATER_ALPHA,
+
+ --
+ -- 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 far
+
+ post_effect_color = {a=64, r=100, g=100, b=200},
+ -- ^ color of screen when the player is submerged
+})
+{% endhighlight %}
+
+### Flowing Liquids
+
+See default:water_flowing in the default mod in minetest_game, it is mostly
+the same as the above example
+
+Glasslike
+---------
+
+
+
+When you place multiple glasslike nodes together, you'll notice that the internal
+edges are hidden, like this:
+
+
+
+{% highlight 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},
+})
+{% endhighlight %}
+
+Glasslike_Framed
+----------------
+
+
+
+This makes the node's edge go around the whole thing, rather than individual nodes,
+like the following:
+
+
+
+{% highlight 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,
+ is_ground_content = false,
+ groups = {cracky=3,oddly_breakable_by_hand=3},
+ sounds = default.node_sound_glass_defaults(),
+})
+{% endhighlight %}
+
+### Glasslike_Framed_Optional
+
+"optional" drawtypes need less rendering time if deactivated on the client's side.
+
+Allfaces
+--------
+
+
+
+Allfaces nodes show every single face of the cube, even if sides are
+up against another node (which would normally be hidden).
+They are mainly used for leaves.
+
+{% highlight lua %}
+minetest.register_node("default:leaves", {
+ description = "Leaves",
+ drawtype = "allfaces_optional",
+ tiles = {"default_leaves.png"}
+})
+{% endhighlight %}
+
+### Allfaces_Optional
+
+"optional" drawtypes need less rendering time if deactivated on the client's side.
+
+TorchLike
+---------
+
+TorchLike allows you to have different textures when placed against a wall,
+on the floor or on the ceiling.
+
+{% highlight lua %}
+minetest.register_node("default:torch", {
+ description = "Torch",
+ drawtype = "torchlike",
+ tiles = {
+ {
+ name = "default_torch_on_floor_animated.png",
+ animation = {
+ type = "vertical_frames",
+ aspect_w = 16,
+ aspect_h = 16,
+ length = 3.0
+ }
+ },
+ {
+ name = "default_torch_on_ceiling_animated.png",
+ animation = {
+ type = "vertical_frames",
+ aspect_w = 16,
+ aspect_h = 16,
+ length = 3.0
+ }
+ },
+ {
+ name = "default_torch_animated.png",
+ animation = {
+ type = "vertical_frames",
+ aspect_w = 16,
+ aspect_h = 16,
+ length = 3.0
+ }
+ }
+ },
+ inventory_image = "default_torch_on_floor.png",
+ wield_image = "default_torch_on_floor.png",
+ light_source = LIGHT_MAX-1,
+ selection_box = {
+ type = "wallmounted",
+ wall_top = {-0.1, 0.5-0.6, -0.1, 0.1, 0.5, 0.1},
+ wall_bottom = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
+ wall_side = {-0.5, -0.3, -0.1, -0.5+0.3, 0.3, 0.1},
+ }
+})
+{% endhighlight %}
+
+Nodebox
+-------
+
+
+
+Nodeboxes allow you to create a node which is not cubic, but is instead made out
+of as many cuboids as you like.
+
+{% highlight 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},
+ },
+ }
+})
+{% endhighlight %}
+
+The most important part is the nodebox table:
+
+{% highlight lua %}
+{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
+{-0.5, 0, 0, 0.5, 0.5, 0.5}
+{% endhighlight %}
+
+Each row is a cubiod 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 Nodebox
+
+Sometimes you want different nodeboxes for when it is place on the floor, wall and
+ceiling, like with torches.
+
+{% highlight 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}
+ }
+ },
+})
+{% endhighlight %}
+
+
+{% highlight lua %}
+{% endhighlight %}
+
+
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diff --git a/static/style.css b/static/style.css
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--- a/static/style.css
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@@ -14,6 +14,11 @@ img {
max-width: 100%;
}
+figure {
+ padding: 0;
+ margin: 0;
+}
+
.right_image {
float: right;
margin: 0 0 0 10px;