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Gang 1 is used for the rooms controled by your Guards. Theoretically you can set prisoners also to Gang 1, but i dont know what sideeffects you got then. I've accidently set a Gangmember to gang 1, while testing my deathrowmod and the background of his Cell was white in Gangview. Didn't analyze it deeper.
Therefore 2,3 and 4 are the 3 gangs.
Setting gang value to 5 or higher also dont work, tried it.
i would have done the button for just to delete the Gang.Id's and so on, but the problem is, that the reputation GangMember is left and there is no acces to reputation via luascript. So i avoid Calls "Remove Gangmemberships dont work" as in the Deathrowpatch. Reputation "GangMember" doesnt affect the behaviour of the Prisoners, but i think it affects the Securityrating of the Prisoners (-5 points).
But another question, do you know how to create the DumpJobs for objects like boxes or Stack? I know i could delete them directly, but i guess if the workmen dump them, it would feel more natural.
Alternatively you could potentially this.CreateJob("DumpJob") ...[or whatever the proper name for the job is] on the object you want dumping.
Properties Rubbish
When you want to dispose of normal one, grab it's Pos and Or values, delete it then create the dumpable version in the same location (Pos) and orientation (Or). From vague memory Chad's Drink Mod does this sort of thing - it's definitely a mod I'd recommend looking at as it does all kinds of decent stuff.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=373758059
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=308111558
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=384096586
I changed it so that only if a new candidate is found does it remove the old leader. Wasn't sure if this was how you wanted it to work as in your version existing leader will always be deleted and if no nearby candidate found the gang will end up leaderless.