The AMD editor for VS Code
You can write a whole universe in Notepad — everything is plain text. But if you use Visual Studio Code (it's free), the Artemis AMD extension turns that plain text into a living authoring surface: it catches mistakes as you type, draws your story as a graph and your systems as a map, and lets you edit any node in a form — faces and all — without hand-typing AMD syntax.
It's optional. Nothing here changes your .amd files' format; the extension just
makes them easier to see and safer to edit.
In a hurry?
Jump to the Get started tutorial — it installs the extension and builds a character with a face and a scene in a few minutes.
Install it
- Get VS Code if you don't have it: https://code.visualstudio.com/.
- Download the extension. Go to the
sbs_cli releases page and
grab the
amd-language-*.vsixfrom the newest "Artemis AMD (VS Code)" release. - Install the
.vsix. In VS Code, open the Command Palette (Ctrl+Shift+P), run Extensions: Install from VSIX…, and pick the file you downloaded. - Open your mission folder (the one with your
.amdfiles) and open any.amdfile. Colors appear immediately; the smart features come online a moment later.
It finds Cosmos on its own
The smart features (error-checking, the map/graph, face previews) are powered
by a language server that ships with your Cosmos install. Because your .amd
files live inside the Cosmos folder, the extension auto-detects the
install and starts it for you. If you keep .amd files somewhere else, set
amd.cosmosPath in VS Code settings to your Cosmos folder (the one with
PyRuntime/ and data/).
What it gives you
| Feature | What it does |
|---|---|
| Live error-checking | Red/yellow squiggles for broken headings, dangling links, unfired signals, non-ASCII text — the mistakes that otherwise make a node silently vanish in-game. |
| Navigation | F12 to jump to a link's target, Shift+F12 to find every reference, F2 to rename a key across the whole mission, hover to preview, Ctrl+Space to complete node keys. |
| Mission Map | Your landmarks and regions on a grid — drag to move/resize, right-click empty space to add one, click to edit. |
| Story Graph | Your nodes and their links as swimlanes by section — collapse branches, filter sections, focus one conversation, drag between nodes to link them. |
| Inspector | Edit any node as a form (display, fields, body) that saves live and stays in sync with the text — in a side panel, a pop-out tab, or a drawer right inside the map/graph. |
| Faces | A live face preview and a Face Builder with a slider per feature — build a character's portrait without memorizing face codes. |
| Formatter | Tidy a .amd file's whitespace and fences (optionally on save) without touching your words. |
The tutorial uses most of these to build something real. Everything
here is also summarized in the extension's own Help (HELP.md in the
editors/vscode/ folder).
The two views, in one picture
- The Mission Map answers "where is everything?" — the physical layout of a system: stations, derelicts, regions.
- The Story Graph answers "how does it connect?" — who talks to whom, which choice leads where, which quest reveals what.
Open both from the icons in the top-right of the editor toolbar when a .amd
file is focused, or from the Command Palette (Artemis AMD: Show Mission Map /
Show Story Graph). Click a thing in either one and it opens in the Inspector,
ready to edit — your text, map, graph, and form all stay in lockstep.