Not really. All that does it automatically trigger the job after the previous one ends. I know, you would think that will fix your problem :-)
There are a couple of things that can cause your problem, but almost certainly it's the use of bins, linked workshops or burrows. Basically, the conditions check on "available thread". Thread is available if it is not being used currently, not stored in a hospital box, or not being hauled. If the job has started, but you get the cancellation spam, that means that the thread was available when the manager OKed the job, but that for some reason you can't use it (either because it became unavailable because someone started using it or hauling it, or because your workshop can't use it because it is in a different stockpile, outside of the burrow, or in a bugged bin).
Bins are already bugged. Cloth and thread bins actually have more bugs than normal bins. Never use bins for cloth or thread. If you follow that rule, then it will solve most of your problems. For things other than cloth or thread, you can use bins/barrels but you have to understand that if someone accesses the bin or barrel while you are doing your job -- all of the items in that container become unavailable! There are very specific places and strategies for using containers with manager work conditions, but you really have to understand exactly how they work -- my advice is to get rid of all containers in your manager workflow until you completely understand how to use the manager, then you can start experimenting with using containers again (although, in my experience it is almost never worth it).
Apart from containers, the other main issue is when you have linked stockpiles/workshops but the item is in the wrong stockpile. Basically you need to be very careful with this kind of thing. If you have a linked stockpile with a manager order, you can not have another stockpile that contains the same thing and linked to a workshop with a different job. You may or may not know, but each workshop can have it's own queue of jobs. If you go on the workshop, press 'q', then 'P', then right arrow to "Work Orders" you can make a job just for that workshop. That way you can have a quern that is linked to a dimple cup stock pile (for making dimple dye) and a different quern that is linked to a whip vine stockpile (for making whip vine flour). You can add a job for milling in the dimple cup quern with an 'r' condition that you have at least 1 dimple cup. You can add a job for milling in the whip vine quern with an 'r' condition that you have at least 1 whip vine. That way you will make sure that you only mill dimple cups when you need dye, you only mill whip vines when you need flour and you never, ever mill your barley (because dwarfs need their barley wine!!!).
But the key is that if your dimple dye is in the wrong stockpile (not the one linked to the quern), you will get cancellation spam. So if you have dimple cups in a feeder stockpile for your brewery (because you want dwarven ale), and your quern stockpile is empty, then you will get cancellation spam every day because your manager sees that you have dimple cups in the inventory, but the quern is complaining that its linked stockpile is empty. What you can do for a kind of hacky work-around is have the brewery stockpile give to the quern stockpile. This way the quern stockpile always has priority for the dimple cups. If the quern stockpile is full, then it will overflow into your brewery stockpile, where it will be used for making ale. The brewery will spam you if you run completely out of plants, but there is still some dimple cups in the quern stockpile -- but that's not really a bad thing.
I hope that helps!