diff --git a/code/game/gamemodes/game_mode.dm b/code/game/gamemodes/game_mode.dm
index 140c4b133c..08791fb4b0 100644
--- a/code/game/gamemodes/game_mode.dm
+++ b/code/game/gamemodes/game_mode.dm
@@ -146,10 +146,10 @@ var/global/list/additional_antag_types = list()
playerC++
if(master_mode=="secret")
- if(playerC < config.player_requirements_secret)
+ if(playerC < config.player_requirements_secret[config_tag])
return 0
else
- if(playerC < config.player_requirements)
+ if(playerC < config.player_requirements[config_tag])
return 0
if(!(antag_templates && antag_templates.len))
diff --git a/code/game/gamemodes/gameticker.dm b/code/game/gamemodes/gameticker.dm
index c1e0b3fdd1..f0aa03253f 100644
--- a/code/game/gamemodes/gameticker.dm
+++ b/code/game/gamemodes/gameticker.dm
@@ -101,7 +101,7 @@ var/global/datum/controller/gameticker/ticker
job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
if(!src.mode.can_start())
- world << "Unable to start [mode.name]. Not enough players readied, [mode.required_players] players needed. Reverting to pregame lobby."
+ world << "Unable to start [mode.name]. Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby."
current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY)
mode.fail_setup()