Mood

A Sim's mood is determined by the level of their needs and, in The Sims 3, their moodlets.

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.

Prior to The Sims 3, Mood was determined by the Sim's needs and some motives such as Fun would put a Sim in a bad mood. In The Sims 3 and The Sims Medieval, Moodlets/Buffs determine mood or Focus

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 faster when they are in a good mood.

Bad Mood effects
When a Sim is in a bad mood, the following can be effected.
 * Sims will not build skills which will result in a dialog or a message. This limitation was removed in The Sims 3.
 * Romance socials such as Kiss will fail. In The Sims 2 and The Sims Stories, if the Sim was in a bad mood and gets a platinum aspiration, the social will not fail when used on the Sim.
 * The player cannot use any socials on an Urb.
 * Shaking the Ice Cream machine in Kick Tail Park will result in death (Unless Fireworks occur or if Ice Cream comes out then the Urb will not die).

Urgencies
Urgencies are the common needs 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 disease 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 your Sim(s) on vacation (WA). If they become depressed on their vacation, it will be needed to send them home. Having little funds can also set a Sim's mood plummeting.