* Fixes broken icons in the crafting menu for good (#84788)
## About The Pull Request
- Continuation of #75649
Even after that PR some icons that are not 32x32 still appear broken
under the requirement sections

Now all icons are cached away into its own list and we look it up. To
reduce this list size we only store icons that are not the standard
32x32(from debugging there are only 20 items as of now). Icons that are
of standard size can be inferred from the cooking mode & the atom id.
Basically we now get correct icons for everything

Sometime soon i do plan to follow up on
https://github.com/tgstation/tgstation/pull/75649#issuecomment-1562767046
& remove all `preview_icons` but not today
## Changelog
🆑
fix: all icons in the crafting menu (some that you missed) are now fixed
permanently
/🆑
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Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Fixes broken icons in the crafting menu for good
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Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.