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There's a few mods however. Alpha Genes and Xenotype Spawn Control.
Go into the mod options for it and you can fiddle with the percentages of xenotypes that make up various factions or ideologies. You can also add in custom xenotypes that you previously created (and saved) as part of that.
That means you can change every faction to have, say, 5% of the custom xenotype you want, which would mean 1 in 20 raiders or visitors would be that custom race. Or make all of the "ancients" faction into that xenotype so that every ancient cryptosleep casket (and, for some reason, pilgrims?) will be a matching xenotype.
I like it personally better than alpha genes because it doesn't add anything into the game that you don't want there. No NEW genes, no new prebuilt xenotypes, no default changes to the default factions. It takes a bit to set up (you'll want to really plan ahead and make all of the custom xenotypes you think you might want in the game...including "NPC" style races to flesh out the world....and you'll want to set up and save all those xenotypes ahead of time (start a game, make and save the new races, then back out of the game and go to mod options to set up factions) and then fiddle with faction percentages) but It'll do exactly what you want.
Without that mod, it looks like the chance to get a "custom" xenotype from a wanderer/drop pod/random follower is only about 2.5%
A female colonist who is under 30 can also have like 2 or 3 babies a year.
In my experience, it does not take much time or resources to breed new colonists.
You just might want to start as tribal, so you have more breeding pairs to start. You can fix the research speed with the ideology.
So after 2 or 3 year with 2 couples set to Try For Baby, you can have like 5 or 6 new adult colonists with 3 to 6 more kids almost grown. After 5ish years you should have a massive colony with only your xenotype and 15+ adults and somewhere near 12 or 15 children who are half grown.
Growth vats make it take even less time.