No worries, not a problem - and that's excellent to hear! Glad it's working for you now.
And thank you for the extra information, as that seems to be the nugget of information I may have been missing; why the linux64 version would have this difference, I am not so sure (I personally have installed, and play on, the win64 version presently).
Essentially, for the Lua file that defined the "item" prototypes for my mod, it was trying to import, or "require" if you will, an existing Lua file from the base game, specifically "base/prototypes/Item_Sounds.lua". The actual, exact path though, is "base/prototypes/item_sounds.lua" (no captial 'I' or 'S').
Apparently, the windows version must ignore, or automatically correct for capitalization differences in such a situation, whereas it appears that the linux version is not quite as lenient. My assumption is that I could have simply fixed the capitalization difference, but given I couldn't reproduce the issue on my end, I was reticent to take that path. Ultimately the workaround was to simply extract the specific logic that was needed from that file, and just paste it into my mod directly, so as not to need to import the offending file to begin with.