Anthropomorphic depictions of God/Divinity as an extant entity, as opposed to the context within which such an entity would reside (and therefor be subject to, negating its 'ultimateness'); often involve human failings and frailties such as righteousness and guilt for those that act in contrast with the "will" of those deities
again as expressed as actions upon objects etc. within the context within which those deities reside.
If we limit the frame of observation artificially to the engine within which the simulation remains contained, (i.e. possibility of the game engine itself its RAWS and its files, modding, save scumming, dfhack and what have you), the capacity of Armok is still limited by his context (its possibility). As a computational "God" (i.e. still limited in the same pattern of the fashion of traditional Anthropomorphic Gods) his particular frailties/idiosyncrasies may be limited in ways different and unexpected from observations of the human psyche.
Where the specifics of the frailties/limitations/nature of Armok may be unknown, one logical approach to action would be to assume Anthropomorphism, as is traditional with many human depictions of the nature of divinity/"the ultimate/ultimatness", therefore it would likely not be in error to temporarily alter the nature of the fabric of the context within which Armok's will may reside (i.e. turning off temperature then doing as martinuzz suggested before turning it back on).
This action would be aligned with the common tradition of Christian Sin(/error) in the sense that penance "pays" for what you did incorrectly (i.e. drilling into the volcano incorrectly/turning off temperature) in the form of your dwarf burning in fire thereby loosing him and his precious pick; as opposed to the correction of the pattern of circumstance that "resulted" in the error itself.
It would seem then that this action is then permissible as far as the "Will of Armok God of Blood" is concerned..