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https://steamcommunity.com/workshop/filedetails/?id=839005762
Which has a link to it's Github Wiki under the features section. That covers most (if not all) of the mod. Otherwise, you are in for quite a bit of C# coding as well, in order for it to "act" like a proper humanoid, and keep it distinct from standard humans. Now, anything not covered by it would require C# anyway, but it will still be far less work.
But if I would be you, I would contact some race creator modders, and ask them for help.
Most of the race mods are XML based. The Kurin mod has a DLL in it, but that is for the noose trap, and disabling apparel colours - nothing to do with the race itself. The Humanoid Alien Races 2.0 framework handles the C# side of things for you.
Now, a downside to the framework: it takes ages to load compared to most other mods, but it is rewriting a lot of the game. The upside: the load time is based on the framework only, so you can load 1 race or 10 races in roughly the same amount of time (provided you don't have the load time bug, which the unstable update to RimWorld should help with).