For pigtails, I use a method intended to ensure a rough split between booze and thread production of all excess pigtail, and to maintain a reserve of pigtail for slurry production. It is a set of jobs that trigger when enough resource is available for all of the jobs at once, and the ratio of items produced from the jobs determines the split %.
In this example, it is 33% booze production and 67% thread production, with a reserve for slurry. Since the Process Plant, Brew Drink, and Slurry jobs each take one "item stack" of pigtails and processes it, and the job manager counts "items" available, not "item stacks" available, the numbers in the following example reflect this difference. To set it up you need:
- one stockpile for pigtails (the only stockpile in the fort that accepts pigtails, maybe 3 to 6 tiles and using barrels)
- one stockpile for empty barrels/pots (it could be anywhere in the fort, but it needs to exist and hold 4+ barrel/pots because the Still will be linked to it)
- near the pigtail stockpile, one Farmer's workshop (linked to the pigtail stockpile)
- near the pigtail stockpile, one Still workshop (linked to the pigtail and barrel stockpiles)
- near the pigtail stockpile, one Quern workshop (linked to the pigtail stockpile)
- set each workshop profile to refuse General Work Orders
- in Farmer's shop, add a job to "process plant" (quantity = 4, condition = at least 50 pig tail and 2 empty barrel available)
- in Still, set up a job to "Brew Drink" (quantity = 2, condition = at least 50 pig tail and 2 empty barrel available)
- in Quern, set up a job to "produce slurry" (quantity = 4, condition = less than 5 sheets available)
So, when you have at least 50 pig tail "items"
(which means you have at least 10 pigtail "item stacks") and 2 barrels available, it will trigger the production of 4 Process Plant and 2 Brew Drink jobs
(roughly splitting the pigtail, 67% and 33%), with those workshops taking from the linked stockpiles, and there will be a reserve of pigtail in case you run out of pigtail sheets and the slurry job triggers.
The job item condition of at least 50 pig tails available is due to the need to assume you might have anywhere from 50 "item stacks" of 1 item each to 10 "item stacks" of 5 items each, and that up to 10 "item stacks" might be needed at once.