v0.7.1 release notes
v0.7.1 fixes the shape of something v0.7.0 shipped slightly backwards, cleans up the Configuration tab, and gives the agent team a name. The key-model change and the config-panel batch cleared a fresh hull + coherence review before landing.
Keys: a shared pool by default, pin to isolate
Section titled “Keys: a shared pool by default, pin to isolate”v0.7.0 shipped the key-pool as an opt-in checkbox, with per-purpose keys you pinned by number. In practice that was backwards — it forced a decision on the simple path and couldn’t isolate a budget cleanly. v0.7.1 flips it:
Your keys belong to the provider and live in one shared floating pool. By
default every model on that provider draws from the pool (rotate for
throughput, fail over on a 429). When you want a budget, pin a key to a
model — it then serves only that model and leaves the pool, so its spend stays
isolated. Pin a key to your image model and the vendor’s meter on that key is
your image-generation budget, because nothing else ever touches it.
The principle: the simple case needs no thought; pinning is the one advanced lever, and you only meet it if you go looking. Adding a model no longer prompts for a key when the provider already has one — it just uses the pool.
The full how-and-why is in the API key pool deep-dive.
The metering keel (a review catch)
Section titled “The metering keel (a review catch)”Hull review found a real hole: with every key on a provider pinned, the empty-pool fallback could hand a pooled model the pinned base key — spending a key that was isolated for another model’s budget. Fixed: a pooled model draws its key only from the shared (unpinned) pool, and refuses to dispatch with a clear “no unpinned key” error when the pool is empty, rather than borrowing a pinned key. A budget can’t be silently contaminated.
A standalone Providers & keys manager
Section titled “A standalone Providers & keys manager”Removing a key used to require going through a model. Now the MODELS screen has a
PROVIDERS & KEYS section: pick a provider, drill into its keys (shown by
number and label, never the value), and add or remove a key — no model
needed. Removing a key purges it from Modulatio entirely (vault .env +
environment + label + pins); if it was pinned to a model, that model is put back
on the shared pool, so a removal never leaves one dangling.
Pinning lives on a selected model as a Pin key lever (pin a key, or put the model back on the pool). And every Configuration step — the add-model flow and the key manager — now has Cancel / Back to bail to the list.
Smaller fixes
Section titled “Smaller fixes”- The CONFIG tab moved next to CONSOLE (was after ARTIFACTS) — setup sits where you start.
- Backing out of the key manager no longer crashes. A
DuplicateIdserror (a synchronous view swap remounting a shared widget id before the old one finished removing) used to dump you to the CONSOLE tab; the Configuration swaps now await teardown before remounting.
The Mod Squad
Section titled “The Mod Squad”The agent team has a name. The factory-floor tab is now LEADER / MOD SQUAD — the boss and the crew — and the floor’s status copy follows. It’s
flavor; the engine is unchanged. But it’s a friendlier way to watch your team
work.