As far as I remember, pumps are made of a small percent sign and a large percent sign. The large percent sign is impassable for anything, and you can connect power to it with an axle or summat. The small percent sign is passable. If you tell a dwarf to operate a pump manually, he'll sit on the small percent sign.
When a pump is active either way, the percent signs will turn into old-style division signs, which look like barrels. The pump will decreate a liquid from the square next to the small percent sign, but one z-level lower than the pump itself is on, and recreate the same liquid next to the large percent sign on the pump's z-level. So, the liquid moves one level up and three squares to the side.
A pump stack is made by mining out about 1x4 spaces arranged in a single column, channelling out two of the tiles that are not next to each other, then putting a pump so the small percent sign faces the channelled-out end. Then you add access tunnels connected to a long stairway, and doors.
Due to how pumps work, magma will constantly appear and disappear from the 1x1 spots locked away by the walls and the large percent sign of the pump. This causes the game to constantly recalculate the temperature of the stone, about 7 tiles per z-level, and keep marking and unmarking it as "warm stone", what puts a burden on your FPS. To avoid this, you can extend the 1x1 spots into 3x1 or 3x2 spots, with the 3 dimension being perpendicular to the starting 4x1.
Then after you have about a hundred z-levels of pumps and all that mining jazz, you have to attach several hundred if not a thousand units of power on top of the pump stack.
...I guess. I haven't done this yet, but I've drilled to the magma sea in Dung-Fat the Mystery of Breads (Tiger Shoveth 'im), so I'll be doing that too. The first soil level is wholly made of red sand, so once I pull that off...
INFINITE GLASS
Problem?