I've been told the whole embark tile of a magma pipe is magma generating (which matches my experience), and it seems there is a "top level" associated with that tile, where new magma will spawn at that top level and rain down as far as it has to to top up a reservoir, provided there is a sufficient head room, i.e. unbroken direct vertical from the magma flow to that level (I once had a pipe spilling its contents sideways out into the 3:rd cavern, with new magma being spawned about two levels above the surface, with evaporation keeping the whole thing in a steady state).
If there isn't enough enough head room, the spawning seems to take place at the highest available level (if you're obsidianizing the magma sea above such an embark tile, magma will spawn above the tiles you open and fall down to create a raising level where the rock used to be. Wet magma sea obsidianizing can push such a magma sea down with some semblance of safety).
I've also seem an indication spawned magma can "flow" sideways before falling (I did get magma on a ledge just outside a pipe's tile well above the current magma level beside it).
As far as I've seen, the magma spawn rain consists of 1/7 magma (in contrast to what Bumber has seen), so dry channeling down to the pipe magma sea will result in the tile slowly filling with magma, and spilling out to the side once 7/7 has been reached and the spawning results in lots of 1/7 on top of that.
Provided the pipe isn't broken (i.e. the walls go all the way to the top), building a floor above the pipe is perfectly safe from a magma point of view (magma crabs and the like doesn't make it completely safe though), as the spawning happens at the top level, not above.
The method below is pump based. I haven't done all of it, as the task I set myself was to drain the magma sea, but leaving the two pipes by themselves, by isolating those tiles. However, I did lower the level of a pipe a couple of levels with a single pump more or less by mistake a couple of times.
You CAN lower the level of a magma pipe by pumping away magma further down. The safe way to do that is to:
- Obsidianize the borders of the top level of the magma sea so that part of the sea is isolated from the map edge (ensuring all influx of new magma comes from the top of the pipe). If you have to, you can use wet obsidianization to isolate the map edge that's inside the pipe's tile. However, you'll want to place your screw pump array to take from outside the tile, to ensure you don't get magma spawning above the intake tiles.
- Build an array of (magma safe) screw pumps above the isolated magma sea so their input tiles are above the sea but outside of the pipe's tile. Build magma safe (not sure if that's required) track stops dumping away from the pumps on the screw pump output tiles and place magma safe mine carts on them (nether-cap is NOT magma safe for this applications, even though the pumps can be made out of it). Wall the whole mine cart-on-track stop area in so there's a wall behind each cart and complete walls to the sides of the array. You've now created a Portable Drain array behind the pumps. Hook the pumps up to power and channel out their input tiles. Wait while the pipe's magma level decreases.
- Obsidianize the pipe's new, stable, magma level by dropping water from above. I'd use mine carts to drop water in a ring from the edge inwards (as floors are built (far) above the obsidianized tiles, but running water can be used as well, but will result in a lot of cave-ins as water obsidianizes unsupported magma tiles.
- Once the magma pipe has gotten a new floor, you shouldn't get any magma spawning above that floor. Sideways flow in the air and other factors may cause the floor to be uneven. If you find that unsightly wet obsidianization should allow you to even it out.
Wet obsidianization: My term for flooding an area with 2-3/7 level of water and then channel down through the floor to expose the magma below. The water will immediately flow down into the hole and obsidianize the tile below, although over a magma pipe tile you occasionally get an obsidian block on top of the floor instead, presumably because a magma spawn happened to take place a the same time. Of this method is used outside of a magma pipe tile it will guarantee no magma critters will get up (I've had critters disappear from the unit list, which I think was due to obsidian encasement).
A couple of warnings:
- Make sure your miners aren't carrying babies (unless you want dispose of said babies). Wet obsidianization frequently causes the miners to drop babies, for some reason, and babies have been observed to drown.
- Wet obsidianization attempts above a magma flow tile carries a high risk of being lethal. The failure of the magma below the open floor to obsidianize results in a water current that frequently sucks the miner down.
- There is a risk for the miner to encase itself in obsidian. I think that is due to the miner being sucked down by the water current. This risk seems to be lower if the channeling is done such that the miner will have to move away from the channeled tile to get to the next one. This results in a fair bit of micro management, though. Multiple miners at work seems to increase the risk of them causing other miners to get sucked down. Note that the sucking is my guess as to what happens when a miner suddenly is just gone (when falling into magma they tend to stay alive sufficiently long for you to locate them).
And if you read the above you're ready to move on to quality literature, such as War and Peace.