I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.
Sadly, I think they already understand that.
This is a collaborative interaction to integrate IndEvo features with this mod, replacing the planetary shield that would be present without IndEvo. Artillery is a feature of IndEvo and if you don't like it, I suggest not running IndEvo in your modlist. I'm afraid it isn't feasible for me to provide toggles for every possible feature or cross-mod interaction, but you always have the option of disabling the Legio Infernalis in their entirety or just not running Tahlan Shipworks and IndEvo in combination.
"Collaborative interaction"? So, let me get this straight, Artillery is a feature of IndEvo, and one we can turn off despite the author's insistence we lack skeletal calcium, and that's the reason its not modular and stays on no matter what in your mod?
The worst part is this was already asked about in IndEvo's thread, and the onus was kicked over here. So on top of being insulted for playing the game the way I want (by IndEvo), I get forced by a mod I highly enjoy to use (and even use ships as reference when doing my own spriting sometimes myself because they're impeccable) to still deal with that same thing. I really hope this back and forth between sharing mod functions wasn't something intentional to "make players suffer" because its funny. I've already seen another part of the "collaborative interaction" in IndEvo with the Legio Infernalis, and honestly looks like it could be very interesting or very "Force you to play the game a certain way", depending on how its integrated.
That said, admittedly, IndEvo would be the mod getting the axe if I have to choose, and I enjoy that one too. Its garbage that I have to choose, but even more garbage that if something in a "collab" doesn't check for a variable value to see what the player themselves chose in the other mod its collaborating with and just forces it in.