So I kind of disappeared for a while, but...it's me again!
And here I was thinking the amoebas got you! Stay clear of that giant green one...
Oh great. They come in green now? I wonder what else I've missed...
Really my ADD meds and my seizure meds got in a fight. I'm not sure who won, but I know I lost. So did my laptop, when I managed to spill two glasses of water into it in the process. Oops.
Thanks very much for sharing your linux server experiences, I've been wondering how that would do. As far as the status window, in theory I could give you a command line option that would not try to load any graphics at all or show any gui at all, but I think that just the unity engine itself won't be satisfied without some kind of presentation layer that it recognizes. Though apparently there is a -nographics command line that the unity player will recognize. If you're feeling brave you might try that.
FYI, the status window won't remain useless; that's where things like "advertise this server", kick/ban, etc will go.
Very strange that it's burning up the cpu like that, as Toll says the server typically runs pretty light.
I tried throwing -nographics at it, and there was no change. After trying it on my Windows desktop where I can actually see the results instead of monitoring side effecfs, I'm not surprised; it doesn't do anything.
And I don't mean that the window is necessarily useless for everyone, just that it's completely pointless in my situation, because it's just dumping it into nothingness where no one will ever see it, wasting a bunch of effort to translate D3D calls into OpenGL calls that have to be handled entirely in software just so it can display a bunch of nothing that no one can see.
Just to add: yes, that's all there is to those. You look at whatever the current version of the game is, download any zip files you don't already have based on that, and then unzip them in sequence (overwriting each time) into the game folder.
What is the proper way to check the current installed version of the game? If there's somewhere easy to read that from, and if there were some way to check if there are people connected to the server, even if it just wrote it to a file that it updated when it changes, auto-updating when no one's playing (and thus when it's guaranteed to not have chunks open for writing) should be simple enough.
I suppose for a pure CLI-type server, you'd have to create a Linux-compatible release, yes? Since it has to have the Windows API, you have to have Wine, and thus you have to have a GUI running. It would be kicking to have this running on my headless archlinux CLI server, but I don't see that happening 
Well, if you look at how I did it, it is possible. My server is headless. It's a 2U colo box I share with a few friends. If you don't mind installing and running a bunch of stuff on it that's completely unnecessary for everything else you do with your server, it will at least work. Xvfb lets you basically have a non-GUI GUI without any graphics hardware or input devices or anything. It just fakes it all for the sake of things that demand it. As far as Wine and AVWW are concerned, they have an 800x600 screen to draw to, but it's really just a small chunk of RAM. I'm not running anything else on top of that, just the bare minimum to trick them into thinking the hardware is there. It gets a little annoyed when it starts up and can't properly configure the sound or input devices, but it gets over it. Heh.