Mood

thumb|250px|The mood bar and motive meters in The Sims 2.
The mood of a Sim is determined by the level of their needs. In The Sims 2 and The Sims Stories, it is also affected by their aspiration level, as Sim who are in platinum aspiration will have maxed-out mood regardless of their needs. Also in The Sims 2, a Sim can get a temporary mood boost by using a Noodlesoother. In The Sims 2: Seasons, drinking strawberry lemonade will boost a Sim's aspiration level to platinum, thereby giving the Sim platinum mood. In The Sims 3 and The Sims 4, moodlets will have an effect on the Sim's mood.
The mood of a Sim affects the color of their plumbob, which will be green if the Sim is in a good mood, and red if they are in a bad mood. Sims who are in a good mood will perform better in their careers and accept social interactions more positively, which Sims who are in a bad mood may refuse to build skills, do poorly at work, or react negatively to other Sims.
==Mood meter==
The bar/meter next to the needs (or moodlets) indicates mood. Green (which is usually indicated by the upper part of the bar) indicates good mood, and means that the average level of the needs are green or the Sims has more positive moodlets. The higher and greater the amount of the green, the better mood the Sim is in. If there is no color in the bar, that indicates the Sim is in a neutral mood; neither good nor bad. Red (which is indicated by the lower part of the bar) indicates bad mood, and means that the average level of the needs are red or yellow. The higher and greater the amount of the red, the worse mood the Sim is in.
Sims that are in a bad mood will only do things that will increase their need levels (such as sleeping when energy is low, eating when hunger is low, etc.) They will not do anything that will either have no effect or worsen their moods (such as study, exercising, etc.). Sims who are in a poor mood will not automatically go to work when the carpool comes, but will have to be told to go by the player. Sims in a good mood will be able to do anything that their age group, skills etc. allow.
In The Sims 3, if a Sim's mood is in the top section of the bar, they will automatically generate lifetime happiness points. Sims also learn skills and get promotions faster when they are in a good mood. The Sim's facial expression on its portrait changes with the mood.
In The Sims 3: Into the Future, plumbots' mood meters are not active until the sentience or simulated emotions trait chips are installed.
In The Sims 4, the mood bar and mood states are replaced by the Sim's emotional state.
==Bad mood effects ==
When a Sim is in a bad mood, the following things can happen.
*Sims will not build skills while in a bad mood. If the player tries to get them to build skills while in a bad mood, a dialog or message will appear.
*Some interactions will be unavailable when the Sim is in a bad mood or when the Hunger, Energy, Fun, or Bladder motive is low.
*Sims will do poorly at their careers, and job performance may be affected.
*Social interactions are more likely to be rejected, making it harder to build relationships.
*The player cannot use any socials on an Urb.
*Shaking the Ice Cream machine in Kicktail Park will result in death. However, if Fireworks occur or Ice Cream comes out, the Urb will not die.
When a pet is in a bad mood, the following things can happen.
* Pets may refuse to learn commands.
*Pets will not autonomously go to work on their own, and must be directed by a Sim to do so. If they do go, they may perform poorly at work.
== Mood states==
In The Sims 3, the Sim's mood state is displayed by hovering over the mood bar.
===Good mood states ===
Sims that are "Elated" or in the upper portion of "Very Happy" (moodlet net total of at least +50) will receive a steady stream of lifetime happiness points for the duration of that mood state. The mood meter displays a maximum of +150 Mood.
*Happy (+10 – +25)
* Very Happy (+25 – +75)
*Elated (+75 and beyond)
===Bad mood states===
There are four types of bad mood states which is dependent on the negative moodlets the Sim has. There are two stages of the bad mood. The first stage appears when the meter is below -10 while the second appears below -50. For example, the "Heart Broken" moodlet (-50) will make the Sim feel sad instead of uncomfortable. Being miserable, depressed, stressed, or furious, or in other words, in the second stage of the bad mood makes certain interactions unavailable. Conversely, the mood meter displays a minimum of -100 Mood. 
When most needs are low or critical, the Sim can be uncomfortable.
*Uncomfortable
* Miserable
When a Sim experiences a death or other loss of another Sim, or has a low social need, they can feel sad.
*Sad
* Depressed
When a Sim works hard at school or work, or has a low fun need, then they can become stressed. Neurotic Sims will not receive the other bad mood states and will experience these states instead.
*Tense
*Stressed
Certain social interactions or traits can make Sims angry. Hot-headed Sims will not receive the other bad mood states and experience these states instead, unless they are also Neurotic.
*Angry
* Furious
When the moodlet net total is close to zero or if the Sim has no moodlets, then the Sim will usually be at the "Fair" state.
==Urgencies==
Urgencies are the common needs such as Hygiene, Hunger and Energy that Sims must fulfill. When a need becomes too low, a Sim might have a cloud with the image of that need over their head and will make a motion, such as holding themselves if they need to use the bathroom. Sleeping Sims with low needs often have nightmares about the low motives. Sims with low needs tend to wave at the player and complain, and will not learn any new skills until their mood improves. They will also refuse to do several actions.
If needs are not met at all, consequences might occur, such as having an accident on themselves, passing out, or even worse, death.
==Depression==
Depression, though not explicitly mentioned by name, appears in The Sims and its expansions. It is the result of a Sim's motives not being fulfilled. It is inspired by the real life mental disorder which shares the same name. If a Sim's motives are neglected for long enough, especially social, the Sim's mood will begin to drop into the red area, and the Sim will eventually become depressed. A depressed Sim will refuse to look for jobs, whether it be via computer or newspaper. If a Sim is already employed, he/she will not automatically decide to go to work when the carpool shows up, instead they will have to be prompted. He/She will also refuse to take part in most skill-building activities, such as chess or reading a skill book. In The Sims 2 and The Sims 3, nightmares can also be a result of depression. A depressed Sim will occasionally weep and have bad thoughts. An easy, though expensive, way to fix it is to send the Sim(s) on vacation If they become depressed on their vacation, it will be necessary to send them home.
If a Sim's mood drops all the way to the bottom (-100 in The Sims 3), the Sim may simply refuse to do anything, even if directed to by the player.
===Dealing with Depression===
Depending on which game is being played, and which expansions are installed, there may be ways to deal with a depressed Sim, even if he or she is not inclined to do anything.
====The Sims====
*In The Sims: Makin' Magic, the Get Happy and Get Happy Jr. spells can be used to boost the mood of an individual Sim. The Magic Mood charm can be used to boost the mood of all Sims on a lot. However, these methods can backfire on the user.
*Some custom content creators made hacked objects that could boost the mood of the selected Sim, or of all Sims on the lot, without requiring Sims to actually interact with them.
*It is possible to refresh a depressed Sim by enabling the move_objects cheat, deleting the Sim, then clicking the Sim's icon in the control panel to cause the Sim to reappear. However, doing this is not recommended, due to the risks of overusing move_objects. This method only works for The Sims, and not for later series.
====The Sims 2====
* Sims can alleviate their motives by using the Eclectic and Enigmatic Energizer with high aspiration meter. If Sims use it with low aspiration meter, there's a higher chance the machine will deplete all their motives instead.
*Players can use the maxMotives cheat to quickly raise the motives of all Sims on the lot. Additionally, if the player enables the testing cheats before loading the lot, they will be able to simply drag the Sim's motives up.
==Mood glitch==
In The Sims 3, there is a glitch that causes a Sim to be in good or bad mood even without moodlets. This is caused by sleeping in a low quality bed, causing a bad mood glitch, or in a high quality bed, causing a good mood glitch. As of Patch 67, the bad mood glitch is fixed, but the good mood glitch remains. 
ru:Настроение
pl:Nastrój
Category:Simology
Category:Motives