Fixing Market Stalls: limited number of placed items or sharing merchant?

As of now Market Stalls have to offer very little because they can be easily abused just by having many of them. I think it could be fixed:

  • Market Stall recipe is enabled at town tier 2 (already possible, maybe even with a separate campaign node for more immersion),
  • merchants should take longer to return (few days instead of 5 hours, already possible),
  • despawn and return delay is tied to specific shop instead of Market Stall (requires modifying shop_component.lua).

What do you think?

Rather than limiting their recipes with town tier, I feel like the inventory of the Market Stalls them self should be limited by town tier.
An example only to serve as an example and not the real deal: Tier 2 allow Market Stalls to (possibly) sell metal bars - Tier 1 Market Stalls are not able to sell metal bars at all.

I really like the idea about merchants in general taking longer time to return - perhaps there’s even the possibilty to have some merchants (who sell more valuable stuff) to take even more time to return, too.

My idea was to add specialised traders with stalls requiring the basic stall, crafter’s sign and some resources to be crafted with return time of a week or two, but this requires to have one timer per trader so one doesn’t abuse it by placing multiple stalls.