Set the School's teaching target before choosing a teacher. Train a Whisker for a real job requirement, then assign the graduate to that job after training finishes.
Based on the sources below. Planning suggestions are editorial guidance; this is not a claim of hands-on testing on the latest build.
Start with the vacancy you need to fill
Read the target building's worker panel first. Guild association, Apprentice, Craftsmaster and Scholarly are different capabilities. Decide which requirement is missing so you do not spend time teaching a qualification that does not unlock the desired work.
Set up a teaching session
The School lets suitable teachers pass on guild or educational expertise. Its available assignments depend on the selected target. A warning may also reflect a lack of students, not just an absent teacher.
- Choose the teaching target.
- Assign a teacher eligible for that target.
- Add students rather than removing every essential worker from the colony.
- Check training progress before starting another class.
Assign graduates deliberately
When training finishes, students leave the School assignment and become builders. Return to the building that motivated the training and place them in the required slot. Check that its other conditions, such as inputs and access, are also satisfied.
Account for higher expectations
Education can raise a Whisker's expectations permanently. Avoid educating everyone merely to fill ordinary job slots: a qualification does not automatically improve every task. Our suggested approach is to train just ahead of a known staffing need and check the daily thoughts report as the skilled workforce grows.
Sources & version notes
Game updates and difficulty settings can change behavior. Where sources disagree, this guide avoids unsupported exact values and points you to the current in-game panel.