GP-Next Overview
Tips
This page applies to official releases starting from version 0.7.1.
GP-Next
GP-Next is the built-in modding, debugging, and runtime utility panel in PvZ2 Gardendless. The following features are integrated into the same interface:
- Patcher: manages
packs/,patches/, manual edits, and patch reloads - Data: browses, compares, exports, restores, and edits live game data
- Trainer: provides modifier features in battle, world map, and sandbox scenes
- Cloud: uploads, downloads, and compares cloud saves
- Settings: includes language, frame rate, scroll tweaks, Runtime Extensions, HP Overlay, and more
- Guide / About / Log: built-in docs, console command references, and runtime logs
If you installed an official release, GP-Next is already included. In game, press F10 or click the top-left button to open the panel.
What You Need
- A JSON editor, such as VSCode or Notepad++
- Basic familiarity with JSON structure
If you plan to edit plants, zombies, store data, or language content, it is useful to keep these two pages open:
Quick Start
1. Open the Panel
- enter the game
- press
F10 - open the Patcher page
2. Open the Folder
In the Patcher page, click "Open Folder" to enter the gp-next/ folder inside the game data directory.
3. Create a Datapack
The recommended workflow is to put your changes into packs/your-mod-name/pack.json and jsons/, instead of scattering loose JSON files everywhere.
4. Reload Patches
Go back to the in-game Patcher page and click Save & Reload, or restart the game.
5. Verify the Result
If you are not sure whether the patch worked, open the Data page, locate the target entry, and inspect the current runtime data directly.
What To Read Next
The GP-Next docs are split by topic:
- first read Structure and Priority
- then read Merge Rules
- then read Datapacks and
pack.json
If you are building a translation pack, continue with Language Packs and lang.json.
If you are building plant level lines, level badges, or almanac level pages, continue with Plant Levels.
If you want to change world-map node order, branches, gift boxes, portals, or the overall runtime map structure, continue with World Map.
If you care more about in-game operations than file structure, go directly to:
Key Points
packs/supports both folders and.zippatches/still exists mainly for compatibility with older single-file workflows- manual edits from the Data page are written into
__gpn_edits/, which has the highest priority - arrays in GP-Next are replaced as a whole by default, not merged by index
reloadPatches()is often enough for many runtime extensions; a full restart is not always required- the footer shows the GP-Next version and can check for updates from the official site
If you still do not know what the original JSON of a type looks like, read Source Data first. That page is the best place to inspect structure before coming back for field details.
