The new manager system has turned out to be a lot less useful than I hoped it would be, unfortunately.
There is no such thing as a stop condition, so you can't tell the manager to cook until you've got 100 meals. Instead, you have to work around it to order the cooking of e.g. 5 meals if you've got less than 50, checked daily. Once your 5 meal production is set off, it will continue until 5 meals have been produced, or spam you for missing ingredients until you provide said ingredients (start conditions to ensure ingredients were indeed available at that time would reduce the risk of spamming, but vermin, nibbling dorfs, etc. can still land you in spam territory). Once the order has been fulfilled, the next day (or whatever interval you use), the conditions to start the order are checked again, causing the order to restart or not.
Some things, like tanning and processing of raw fish use an older system where you control automatic order entry through the 'o'ptions-'w'orkshop settings. These orders work better than the manager ones for repeat tasks (in my view), but are limited in their domain to the small number of hard coded cases. They occasionally report a cancellation because the material is no longer available (such as hides rotting), but it's a single report per item, not a constant spam.
What's probably missing in the manager is either stop conditions or indefinitely repeating single item orders that are rechecked immediately on completion as well as at the defined times (Resulting in orders such as: if there's at least one hair/wool available, spin it, keep doing so until out of hair/wool, and make a new check next season. That's essentially your normal workshop repeat orders, but with an automatic check for reentry at specified times). There's also a need for a check for the availability of shearable and milkable animals.