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I have to say I run servers, I love running servers, but at the same time I realistically understand.
Edit: Sorry, I Know that enabling a platform that does allow user input might be the time consuming method. where as a simple headless is the faster dirtier method. the trade offs of the right way vs the fast way.
They'd also probably want to do some balance passes to allow pvp or open those settings in a server setup. Those things take time.
A lot more work would be needed.
so it sounds like you have intimate knowledge of this engine. i have been running servers my self for many years. i have seen all sorts of setup for server while that doesn't make me qualified to talk about how to implement a server I have also done quite a bit of work on the programming side for some homebrew/private servers for setups that didn't have a dedicated or publicly available server files.
while Kankaku is 100% correct that they have other fish to fry in fixing interaction bugs and connection issues that are already in the client. once that is done all that is needed is a constraint that allows the launching of the client bypassing above mentioned elements, you know with out ripping them out because its not needed to remove.
but something like './file' or 'file.exe' -Dedi "world" "link to settings.ini for perimeters"
would be enough and yes this would need the devs to put forth some time as unless this was already planned from the start it would need to be implemented. investment time would be directly related to how the system initiates. Again this would be using a client as a dedicated host not a dedicated server. But if using something like a virtual frame buffer, we do not really care that its doing beeps n bloops as long as its hosting as those beeps and bloops are being directed into the void while it does take extra processing power to handle those this is the trade off of a dedicated host.