I've already said this before, but I'm not talking about making the explorers build any structures. The entire point is that if the dungeon itself provides a good amount of the shelter, then it won't disappear and dungeon divers can take advantage of it.
We've just seen the knight order explore for 3 days and they didn't end up buck naked, so the objects they're wearing apparently don't get absorbed. That means people still sleep in the dungeon for extended periods of time.
Whether it's a tent or them just finding a corner to sleep, having a built-in bed is a clear upgrade over not having that.
So if Floor 9 allows monsters to drop camping necessities, most of those drops will return to their own point pool in the end.
Kill a monster that drops a camping tent which you can use within the dungeon for 2 days before it gets reabsorbed. Even if you lose some points to general laws of entropy, the extra time adventurers spend inside will net some gain in exchange. At that point, it just becomes a matter of balancing the books for a profit.
It might also pay off to somehow include a ferrying service like a teleportation circle for items or something. Encouraging people to transport outside goods into the dungeon may as well be opening your mouth and letting them throw food in.
It's a dungeon structure, so MC can't really do anything about it. The novel explains that the dungeon consumes anything brought inside it in a similar way to how a person consumes food. Once something is inside, MC can't simply choose to preserve certain parts of it.
So even if MC builds a shelter inside the dungeon, it would simply become part of the dungeon, meaning the clothes, equipment, and other belongings of the people staying there would still be consumed by the dungeon, and monsters could also spawn inside it. So they just stick to a basic camp instead.
As for the Knight Order gears, this gets explained later as a theory about how the dungeon works. The dungeon consumes the "force" and "will" of things from outside. When the knights are wearing their gear and actively moving around, their presence gives those items a kind of "force" that makes them appear alive to the dungeon, so they aren't consumed.
However, if you leave something sitting still for too long, it no longer has that force or will in it, and the dungeon will eventually consume it.
Regarding drop items, MC and Peta-Chan can't summon just anything. Their abilities are related to their respective dungeons. MC is related to the hot spring, while Peta-Chan is related to food and gems. So they can't simply create camping gear as dungeon drops.
And even if they could, it would still just be normal camping gear, meaning the dungeon would consume it after two days anyway. So it wouldn't really solve the problem.
As for services, no, that wouldn't work either. Like I said, it has to be something related to their dungeon. Teleportation isn't one of them.
My point is that MC doesn't need to do everything for the customers. The customers are going to come anyway because of what the dungeon offers. The author didn't make a brain-dead story where MC has to spoon-feed everyone and solve every problem for them.
The knights and researchers are all capable of figuring things out and handling things on their own, and honestly, I think that's more interesting.
You'll see how it works in the next chapters.