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and Tannin (from trees)
Turn off the 'continuous production' button on your skin dryers, or lower the production limit for dry skins to a value that is lower than the number of dry skins you currently have.
If the problem is not getting enough leather, then one way I fix that is to try to keep control of the balance of skins to leather throughout the game. Often, I get better results by lowering the levels of these unless I have a large stock of raw hides. If I have a large stack of raw hides, I'll raise the limits on both during a low workload season to get those skins processed.
Either way, I keep at least one large work area of tannin collecting at all times and set the tannin to 20 - 25 in early game and 40 later on when there are enough people.
If you are having trouble with being low on trees, you can manually select (non tannin producer) trees to be cut in the tannin work area (leaving the oak and fir), so this is a little bank of trees that I save until I really need them.
Further to this, basically don't rush to set drying all new skins the instant you acquire them, the same as you shouldn't really rush to dry all your raw meat & fish (unless very short of food, obviously) the instant it arrives at the village. It may seem highly efficient to be doing that, but in actual fact doing things more steadily, more balanced overall, has the effect of extending the lifetime of that resource for longer, so is less likely to be lost / wasted through deterioration.
On the other hand, for example, grain lasts a good while, while flour has a much shorter lifespan, and bread even less. Therefore, I only keep about as much bread at any given time that I think people are eating, and just make sure the new bread can be made immediately to replace it...so that even though there isn't much in stock, there is always bread. And then for flour, I keep very little...as soon as some is taken to make bread, a new flour is made to replace, but again not keeping much on hand at any given time. I do about the same with beer.
raw skin = 1/4 year
dried and leather = 2 years
grain = 2 years
flour = 1/2 year
bread = 1/4 year
raw meat/fish = 1/4 year
dried/cured = 1 year
So, the above shows that it's about the same for raw skin and and raw meats...so it's about having all factors result in them getting done before going bad, but not so fast that you lose that extra shelf life. But with something like grain/flour/bread, it's the other way around.
And, as has already been said...you need raw skin for leather (as well as tannin). Once you dry that skin, you've made something else out of it and can't turn it into leather.
Further to this, it's also worth remembering that skins in the process of being dried will still show as raw skins in your total stocks right up until the very second they turn into dry skins. This has often confused newcomers in the past - "I have six raw skins, plenty of tannin, and low workload, but no one is tanning them!" When prompted to look more closely, they find that all six of those raw skins have already been placed on the drying racks and are therefore no longer actually available for tanning.
In the early game stage, before you have domesticated animals and a pretty constant flow of new skins, it's worth considering turning off automatic drying and simply add them to the racks manually as required. This way you can better control precisely when it happens (back on the subject of extending total resource lifetime here, as well as better managing your Workload) and also how many skins you leave aside for tanning.
* over a dozen raw skins that are withering (either in storage or the tanner)
* over 30 tannin
* over a dozen idle adults
* high priority on tanner
* workload about 25%
* Leather/Limit: 1/30
Why won't people make leather despite there being a need, having materials and very low workload?