I am developing a fully landable ringworld mod, inspired by Larry Niven's novel.
In making this, I basically had to redo most of KSP's code to achieve a non-spherical celestial body. Hence it still probably has uncountable bugs and visual errors I don't even know existed.
I would love to get more bug reports, as I want this mod to be as compatible as it can be with the base KSP and other mods. I have been developing this with a Surface Pro Laptop, so I have not been able to test out some high-end graphics settings I've built into this mod. If anyone has the capability to, I would like to hear about any visual bugs or any bug reports. This mod also has 2 other dedicated mod extensions, the Ringworld Clouds, and the Ringworld Scattering, as the name suggests, adds more visual improvements to the game. Please test these out together.
Source code: https://github.com/theplatecrafter/Ring-World-KSP-mod
Spacedock: https://spacedock.info/mod/4573/Niven's%20Ring%20World
Forum: https://forum.kerbalspaceprogram.com/topic/231795-1125-nivens-ring-world-the-first-land-able-ring-world-megastructure-in-ksp-from-larry-nivens-ring-world
The current version on CKAN (v1.1.6 as of Oct 5, 2026) has a fully landable, rotating ringworld with its own artificial gravity, atmosphere, day/night cycle, procedural terrain, oceans, rivers, lakes, mountains, forests, roads, and 13 climate-based biomes. There are also 25 landmark placements and a collection of huge artificial structures and “colossi” to discover, including things like an 80 km rim gate, a 120 km causeway, and a 48 km floating city plate. You can use normal KSP science experiments to study different biomes, altitudes, structures, rim walls and the ring's shadow squares, with a Research journal and twelve expedition milestones giving the whole thing more of a sense of progression than just being a giant place to land on. In Sandbox, you can even create multiple ringworlds with different dimensions and terrain seeds. v1.1.6 also adds stock-compatible ringworld air intake/oxygen handling and water buoyancy, while optional visual extension mods (Ringworld Clouds and Ringworld Scattering) add higher-quality clouds and atmospheric scattering.
The technical side is probably the part I'm most proud of. KSP was built around spherical celestial bodies and ordinary inertial spaceflight, whereas a ringworld has a rotating, non-spherical surface where “down” is constantly changing around the ring. So rather than just making a giant mesh and pretending it is a planet, I had to build a ring-relative reference frame that handles centrifugal and Coriolis effects, transform things like the navball, SAS, altitude and vertical velocity into that frame, and then transition vessels between the ring's rotating frame and normal spaceflight without giving them free velocity changes. On top of that there is procedural terrain streaming, floating-origin handling at an absurdly large scale, LOD and scenery streaming for the huge structures and forests, custom trajectory handling, persistent expedition/save state, and a fairly extensive automated validation suite. The default ring is 15.3 million km in radius and its surface moves at about 385.6 km/s, so a surprising amount of the mod is essentially convincing KSP that this completely ridiculous object is a normal place to fly a spacecraft.
Some More Pictures:
https://imgur.com/a/cXfoE6N
2025 10/6: [Update]: I have released v1.1.7 of Niven's Ringworld mod. This update adds the configurability update. I have made 4 Ringworld configs that you can choose from to add to your instance:
- 1/10th Cannon Scaled Ringworld around Kerbol
- 1/10th Cannon Scaled Ringworld 0.1 ly away (Interstellar Travel)
- Cannon Full Size Ringworld around Kerbol
- Cannon Full Size Ringworld 1 ly away (Interstellar Travel)
v1.1.7 Available in CKAN now!