diff --git a/doc/lua_api.md b/doc/lua_api.md index d5b33711c..b23ded7fb 100644 --- a/doc/lua_api.md +++ b/doc/lua_api.md @@ -1585,25 +1585,25 @@ There are a bunch of different looking node types. * Often used for stairs and slabs. * Allows defining nodes consisting of an arbitrary number of boxes. * See [Node boxes](#node-boxes) below for more information. * `mesh` * Uses models for nodes. * Tiles should hold model materials textures. * Only static meshes are implemented. * For supported model formats see Irrlicht engine documentation. * `plantlike_rooted` * Enables underwater `plantlike` without air bubbles around the nodes. * Consists of a base cube at the coordinates of the node plus a `plantlike` extension above - * If `paramtype2="leveled", the `plantlike` extension has a height + * If `paramtype2="leveled"`, the `plantlike` extension has a height of `param2 / 16` nodes, otherwise it's the height of 1 node * If `paramtype2="wallmounted"`, the `plantlike` extension will be at one of the corresponding 6 sides of the base cube. Also, the base cube rotates like a `normal` cube would * The `plantlike` extension visually passes through any nodes above the base cube without affecting them. * The base cube texture tiles are defined as normal, the `plantlike` extension uses the defined special tile, for example: `special_tiles = {{name = "default_papyrus.png"}},` `*_optional` drawtypes need less rendering time if deactivated (always client-side).